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Broadsword/Shields - The Thing that should not be.


Zerethon

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The problem is, you do less damage without it

 

See, parry has a stupid fast recharge, it's on par with Brawl @ 50 with sets, it can hold a 7.5% Rech (It has moddable defense) and it can apply procs

 

With incarnates now, Parry gives me Roughly 18% Melee/lethal def, does 100-200 Damage (98 right now without full sets and can crit) can proc mako AND apply/proc reactive interface (-res & Burn over time procs)

 

This is also the reason you keep slice, it's a quick cone with a massive radius that can hold a proc set and proc incarnate debuffs/effects

 

ST DPS is Fine, Parry, hack, AS, disembowel & HS (Very short line AOE) chain just fine, if you get the +tohit up in a team you can toss moonbeams in as well (which become instant at 97% AND CAN CRIT for some reason) which for me, with just SO's in moonbeam, can hit for 800+ Damage on a crit against 54's (At 50+1)

 

Not saying your wrong either, in the end it's personal preference

 

Literally, the build i posted is my build, my slotting on the server can Exemp down even to Posi TF And still be a monster. Your build is going to be relying on temp powers or TP's to get around since you have SS at 49, you won't have 3-stack stealth if you take it into a lower PVP zone since you have stealth at 41, etc.

 

Concessions have to be made. Mine is meant to work in any content, at any level, and not feel janky or lacking to play. Or gimped for that matter (Having stealth by 22 so you have it when @ 25, etc.)

 

But, that's the magic of the game and the build system, if you do purely 45+ Content/PVP there's no issues with your build, but you'd run into problems if you joined a friend on the posi TF to help with badges or something.

 

 

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I just made a stalker based off the builds here. I am not counting on getting purple sets unless I actually get them. I am sure things can be improved, but I think I did OK for a first build attemp.

 

 

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How does it look so far?

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Not saying your wrong either, in the end it's personal preference

 

 

That's the takeaway message for any discussion involving builds in this game, one of the greatest things about it :D

 

@Marshal_General: Looks nice! Seriously, non-purple builds can be perfectly functional and capable, so don't worry. Looks good.

 

You should be able to count on having the upgraded Superior Stalker's Guile when you're 50. Do some content and you'll get enough catalysts for a full set before long. They don't drop that often but they do drop, and you're just trying to convert a single set.

 

Additionally, I see you'be been adding Luck of the Gambler all the way to 5-slot (mostly for the S/L resistance I assume). Want to try something hilarious? Remove 3 of the slots from Grant Cover (leave only the recharge speed and the def/end), then add one slot to every sprint you can. After that, look at Celerity (Run Speed set that'll fit the sprints). It's my go-to trick to maximize S/L resistance when I want to do it on the cheap. You can get Celerity IOs by crafting Quickfoot (the other running set, which is only Uncommon and dirt cheap) and using enhancement converters for "Category: Running". Since Celerity is the only other set in the running category, and the catalyst always jumps to a different set, Bob's your uncle. Literally pennies.

 

If you then remove the last extra slot from Grant Cover and use it to stick a "Reactive Defenses: Defense" on Hide, you'll get a little bump on defense and you'll be so close to the S/L resistance cap when running One with the Shield you'll be able to taste it. And if you finally upgrade the Stalker's Guile to the superior version, you'll hit that cap :)

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I know it's anecdotal, but I gotta say... Stalkers always felt even more fragile than blasters to me.

 

Until my BS/Bio. Even at barely 22 (Which I might add I got to in less than 3 hours SOLO... The set is the shiznit) I feel... CONFIDENT. When I hit something it is DEAD, no worries about running through a weird attack chain. Just crit the first mob, tap the second, sweep the second and the third, AS the third, turn back and kill the second. Spawn gone, no damage taken, wash, rinse, repeat. Elite Bosses get a real build-up AS, a Placate, a crit, and a crit in-combat AS and hit the floor. Luts might get an AS or might get a clearing crit, and the only real worries is what mode to put Bio Armor in... and the choice is easy.

 

And on to the next mob with the barest pause to wait for hide to refresh. Clear alls are something to look forward to rather than something to hate. Ambushes that are stupid enough to chase after me get EXACTLY the same treatment as a standing spawn... they run around the corner, the first one is instantly dead and the rest are 'arrested' shortly thereafter.

 

Yes, Target selection is slightly more complicated than a scrapper, but you FEEL like a force of nature... which is a nice change from feeling like a long-tailed cat in a room full of rocking chairs.

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  • 2 weeks later

I feel like I'm missing something important here... Grant cover on stalkers doesn't grant defense to self. According to the power and according to the combat attributes window.

 

Has this been changed since the OP or is this just something that doesn't display properly or something?

Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries

@Zen Warlawk on Indomitable, @Warlawk#1697 in discord.

Currently struggling with mostly recovered from health problems. Gaming time nonexistent inconsistent.

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I feel like I'm missing something important here... Grant cover on stalkers doesn't grant defense to self. According to the power and according to the combat attributes window.

 

Has this been changed since the OP or is this just something that doesn't display properly or something?

 

It doesn't give you anything at all, but what it does do is hold another LOTG proc without having to go for CJ or weave or something, and gives your nearby teammates as much defense as the Soldier/Widow version of Maneuvers at 13-15% or so.

 

It also costs basically no endurance (.06 i think?) so i can basically give my teams other melee damage dealers or tank('s) a huge survival boost for basically no downside at all.

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I rolled up a BS/SD stalker over the weekend and my word is it a killing machine.  Both of the Stalker ATOs are completely bonkers (they make the Dominator ones look like actual garbage).  I'm only level 24 but already I can go Build Up -> AS -> crit with Hack -> Build Up.

 

Can't wait until I get her into the 30s so I can start picking up slots and get a better power to follow up the AS. . .

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Most of this thread seems to be about stalker ATO's and broadsword, what is it about SD that makes this better than another secondary option for broadsword?

 

It's partially because it's just a good typed defense set that plays well with Parry, and partially because what else it offers - +Max Health, a toggle that gives you +DMG for nearby enemies, another toggle that gives your teammates (but not you) defense called Grant Cover, and a shield charge that doesn't break Hide - is so positively un-Stalker-like, for lack of a better term, and Broadsword just emphasizes it further.  The damage boost synergizes well with BS being the high-damage set it is, but mostly it's just the novelty of pointing to some guy who looks like he's about to head off to reclaim the Holy Lands and going, "you see this dude?  With the three feet of sharpened steel and a heater shield?  He could sneak into the heart of Jerusalem and hide in plain sight."

  • Haha 3

As a Scrapper main I eat a steady diet of crayons and glue to keep my wits sharp and my reflexes honed.

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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)

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

 

 

Questions:

Level 16: Active Defense - Why 3 slot for Recharge?  One IO and it is permanent

Level 22: Stealth - I assume this is for PVP?  I am planning a build with SS and a Stealth IO that currently has me at 215 ft stealth radius in PVE and 800 ft in PVP.  Is this not enough stealth?

Level 41: Hasten - Why 3 slots?  I was under the impression that 2 slots at +5 maxed out for Hasten?

 

Sorry if I am asking basic questions.  I just assume some of the slotting is for PVP and I don't know enough about it to understand some of the necessities for building for PVP.

 

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*Sniiip*

Questions:

Level 16: Active Defense - Why 3 slot for Recharge?  One IO and it is permanent

Level 22: Stealth - I assume this is for PVP?  I am planning a build with SS and a Stealth IO that currently has me at 215 ft stealth radius in PVE and 800 ft in PVP.  Is this not enough stealth?

Level 41: Hasten - Why 3 slots?  I was under the impression that 2 slots at +5 maxed out for Hasten?

 

Sorry if I am asking basic questions.  I just assume some of the slotting is for PVP and I don't know enough about it to understand some of the necessities for building for PVP.

 

1. All click-based Status-prot effects are stackable, this build commonly sits at 20-21 protection to basically everything, which means against mez-heavy enemies you may not commonly dodge, you don't really ever get mezzed by anything easily.

 

2. Stealth also gives +def to all, so not only can you stealth past a lot of PVE mobs that do have some +per (within reason) you also get another little boost to defense....and it holds LOTG proc. Also more stealth is always more better, because, reasons. Also you'll see stealth over something like maneuvers in a lot of my melee builds, yes the leadership is better defense and helps the team, but it's also EXPENSIVE to run all the time, and stealth is a lot better solo since i can speedrun missions i'd normally have to fight through.

 

3. 3 slots gives you perma hasten easily without any other boosts, it also means once you deck out to the point of it just being silly, it gives you a better window to re-up hasten (Active defense should ALWAYS be your autocast) since you typically have to click it, that extra few seconds means you can afford to tunnel-vision a little bit without having it go down since it's not like a 1-2 second window. Basically you have the time to land that next attack to take the enemy out rather than having to hit hasten to avoid the drop possibly taking toggles down and getting you killed in a harder fight.

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(snip)

3. 3 slots gives you perma hasten easily without any other boosts (snip)

Your other points are extremely good but I think Lockpick's point is that two 50+5 IOs give the same enhancement value as three 50+0 IOs.  It's not a question of "is three slots better than two?", but rather, "can you get the same benefit out of three slots with two slots?", to which the answer is "yes".

 

Most of this thread seems to be about stalker ATO's and broadsword, what is it about SD that makes this better than another secondary option for broadsword?

I'd say probably the "sword and board" aesthetic theme, and the fact that /Shield's melee defense pairs well with BS/'s Parry.  Leveraging Parry means you get to fight with a lot of people around you, which maximizes the +damage from Against All Odds, which lets you chunk down minions with Slice and obliterate Lt's and up with Assassin's Slash for as long as you have endurance.  That's the part that's surprised me so far- just how tanky I can be if I just use Parry on cooldown.

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Yeah I just find the lack of a self heal, oh snap button and utilty/recovery options compared to some others a bit underwhelming, I get it from the thematic perspective I just wondered what gameplay things made it "better" not just an option since the thread was abotu how "OP" the combo was

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This thread convinced me to make a stalker, something Ive never really liked. I mained a fire fire blaster on live and I'm really looking forward to seeing if the claims in this thread pan out.

 

What's the typical cost on the hide proc? It'll be tomorrow probably before I log on. I don't have cash cow yet.

 

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Your other points are extremely good but I think Lockpick's point is that two 50+5 IOs give the same enhancement value as three 50+0 IOs.  It's not a question of "is three slots better than two?", but rather, "can you get the same benefit out of three slots with two slots?", to which the answer is "yes".

 

*snip*

 

I'd say probably the "sword and board" aesthetic theme, and the fact that /Shield's melee defense pairs well with BS/'s Parry.  Leveraging Parry means you get to fight with a lot of people around you, which maximizes the +damage from Against All Odds, which lets you chunk down minions with Slice and obliterate Lt's and up with Assassin's Slash for as long as you have endurance.  That's the part that's surprised me so far- just how tanky I can be if I just use Parry on cooldown.

 

1. "Without any other boosts" includes upping them to +5's and that kind of thing, sure, once you spend a billion influence on enhancement boosters and +X all your enhancements you only need 2 recharges to get the same bonus, as it stands, the base build, just with sets, no incarnates or ANYTHING has decently perma'd hasten. that was the point.

 

Where you take it from there is up to you, it also means there's a couple free slots kicking about once you do get to that point you can slot into your defenses or damage abilities to spice them up a little more.

 

2. Nailed it on the head here, stalkers never got /shields on live because it "Didn't fit the theme" but we have it here, so that whole "Rogue knight" or Highwayman type aesthetic combined with the fact it's actually a very powerful and very solid combo to play

 

Basically, because you not only get a damage boost aura, you also get a solid combo of defense & Resistance + the madness of parry against melee mobs & lethal damage (which is common) and a lightning rod-esque power, you have a ton of AOE Damage (Add void judgement for maximum awesome) and basically the highest ST damage in the game. It's possible to have a burst do over 3k damage (Build up -> Moonbeam -> Instant AS Crit & hide proc -> Disembowel crit/HS crit) and basically just nuke something from orbit

 

Also it's just fun as heck to play.

 

Yeah I just find the lack of a self heal' date=' oh snap button and utilty/recovery options compared to some others a bit underwhelming, I get it from the thematic perspective I just wondered what gameplay things made it "better" not just an option since the thread was abotu how "OP" the combo was[/quote']

 

Between OwtS and SMeld it's actually hard to take damage against anything melee or lethal/lethal split damage, since meld recharges so fast and gives you a couple seconds to get the rotation going. a few T1 greens is the most i've ever needed unless i just got too cocky, but you can't really get one-shot by anything so you have a huge margin of error

 

EA for instance has a heal, but if EA gets hit, it also takes a lot more damage, if this gets hit by the same mob, it might take 3-4 hits instead of 1-2 before it's even in the danger zone.

 

So there's not really a better build, shield gives you more base survival and damage at the cost of potentially wearing down over a longer fight

 

What's the typical cost on the hide proc? It'll be tomorrow probably before I log on. I don't have cash cow yet.

 

7-10mil typically, not super expensive compared to some other pieces

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So the build that I'm going for is... not done yet.  But I feel like if I just try hard enough I can hit the following goals:

 

1) 45% Melee Defense before using Parry or Shadow Meld

- It's pretty easy to build for this because there's a lot of useful sets that give 3.75% or 5% melee defense

- I want to keep Parry and Shadow Meld in the build anyway for defense debuffs / exemplaring / doing Incarnate content

2) 32.5%+ ranged & AoE defense

- 32.5 means a small purple softcaps you

- You get really close to this anyway with Hide + Battle Agility + the two 3% resist IOs, so it's an easy target

3) Enough recharge to have the ideal attack chain

- Whatever that is - I figure Build Up -> Moonbeam -> Disembowel -> Headsplitter -> AS

4) High Smashing/Lethal resistance

- Should I bother taking Tough?

5) Moonbeam

- Even without access to perma-fast snipe, Build Up + Kismet IO puts you over 22% on its own, and Build Up is up a LOT.  Plus, you can put the Decimation Build Up proc in Moonbeam, which means that your first two attacks after Moonbeam have THREE!! build up effects (one from the power, one from the Gaussian's proc in build up, and then one from the Decimation proc)

6) Hover/Fly/Afterburner

- I'm not a fan of super jump and being able to hover over my teammates to move into position would be pretty sweet.  Maybe I won't care about this once I have access to Shield Charge and can yeet into spawns.

7) Perma-Hasten, if possible

 

I'm actually toying with the idea of dumping Hasten.  BS/SD doesn't seem to have any big "nuke" powers on very long cooldowns (Domination, Mind Link, Psionic Wail, etc), and with IOs you end up with a ton of recharge anyway.  Also, I've been putting my status protection as my autopower and I frequently forget to turn on Hasten (I can manage two autopowers on my Dominator, but tracking Assassin's Focus and my own positioning is a lot more taxing), and I haven't noticed a huge difference. 

I took Placate but I'm definitely not keeping it.  Honestly I just forget that it's there.

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With an afternoon playing in Pine's I came up with this as a sort of no-holds-barred, this is what I would build if it were my main - it ticks off basically all of my goals above:

1: 45.7/38.5/38.5 positionals before Parry & Shadow Meld

2: 1.7 seconds off perma-Hasten (effectively perma)

3: Great mobility - Combat Jumping + Hasten EDIT: Hover! :P for tactical movement and enhanced Afterburner to cross zones :D

4: Triple stealth, if you're into that

5: Lots of useful unique IO procs

6: Exemplars down pretty well - the slotting is quite "bottom heavy".

 

I had to drop the Fighting pool, so S/L resist could be higher, but One With The Shield will cap it anyway.

(I'm curious about the Kinetic Combat knockdown proc in Parry with the rationale that if you need to parry you'll benefit from the mitigation, but Parry recharges so quickly that the proc chance will probably be quite low.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Smoke Sentinel: Level 50 Magic Stalker

Primary Power Set: Broad Sword

Secondary Power Set: Shield Defense

Power Pool: Flight

Power Pool: Concealment

Power Pool: Speed

Power Pool: Leaping

Ancillary Pool: Soul Mastery

 

Hero Profile:

Level 1: Hack -- 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(7), LucoftheG-Rchg+(37)

Level 2: Slice -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(9), Obl-Acc/Rchg(9), Obl-%Dam(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13)

Level 4: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def/Rchg(21), ResDam-I(21)

Level 6: Assassin's Slash -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(23), SprStlGl-Acc/Dmg/Rchg(23), SprStlGl-Dmg/EndRdx/Rchg(25), SprStlGl-Acc/Dmg/EndRdx/Rchg(25), SprStlGl-Rchg/Hide%(27)

Level 8: Build Up -- GssSynFr--Build%(A)

Level 10: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31)

Level 12: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), GldArm-3defTpProc(33), StdPrt-ResDam/Def+(33), Prv-Absorb%(33), Prv-Heal(34)

Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(34)

Level 16: Active Defense -- RechRdx-I(A)

Level 18: Parry -- LucoftheG-Rchg+(A), KntCmb-Acc/Dmg(34), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Knock%(36), KntCmb-Dmg/EndRdx(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37)

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

Level 22: Stealth -- LucoftheG-Rchg+(A), LucoftheG-Def(37)

Level 24: Hover -- Flight-I(A)

Level 26: Disembowel -- Hct-Dmg(A), Hct-Dam%(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(40)

Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)

Level 30: Afterburner -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42)

Level 32: Head Splitter -- Arm-Dmg(A), Arm-Dam%(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), AchHee-ResDeb%(45)

Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-%Dam(46)

Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39)

Level 41: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(48), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dmg/EndRdx/Rchg(48), StnoftheM-Dam%(50), Dcm-Build%(50)

Level 44: Grant Cover -- LucoftheG-Rchg+(A)

Level 47: Combat Jumping -- RedFrt-Def(A), RedFrt-Def/EndRdx(50)

Level 49: Shadow Meld -- DefBuff-I(A)

Level 1: Assassination

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Clr-Stlth(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(13), NmnCnv-Regen/Rcvry+(15)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(17)

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 0: Freedom Phalanx Reserve

Level 50: Musculature Core Paragon

Level 50: Void Radial Final Judgement

Level 50: Degenerative Core Flawless Interface

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

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First off, I usually do not join in on bandwagon sets. If something is popular before I try it, I generally won't try it. However, I started playing with BS・SD because I got an endgame build that I like. This is also one of the few builds I did not take Hasten on because it really isn't needed. I have placate in this build, but placate is not as needed as it is with other stalker primaries. I have also ended up taking a lot of toggles (almost a full power-bar worth), but should be endurance manageable with the amount of recovery in the build. I also am basically using One with the Shield as a mule, because I don't think I will need a panic button with this build. I have Agility Total Radial Revamp set as my Alpha, that should complement this build and make it even better.

 

Anyway, I am trying it out, and so far it seems to be living up to the hype...

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Hacken Slash: Level 50 Magic Stalker

Primary Power Set: Broad Sword

Secondary Power Set: Shield Defense

Power Pool: Concealment

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Leadership

Ancillary Pool: Weapon Mastery

 

Villain Profile:

Level 1: Hack

  • (A) Hecatomb - Chance of Damage(Negative)
  • (3) Hecatomb - Damage/Endurance
  • (3) Hecatomb - Accuracy/Recharge
  • (5) Hecatomb - Accuracy/Damage/Recharge
  • (5) Hecatomb - Damage/Recharge
  • (7) Achilles' Heel - Chance for Res Debuff

Level 1: Hide

  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense

Level 2: Slice

  • (A) Armageddon - Chance for Fire Damage
  • (9) Armageddon - Damage/Endurance
  • (9) Armageddon - Accuracy/Recharge
  • (11) Armageddon - Accuracy/Damage/Recharge
  • (11) Armageddon - Damage/Recharge
  • (13) Achilles' Heel - Chance for Res Debuff

Level 4: Deflection

  • (A) Luck of the Gambler - Recharge Speed
  • (13) Luck of the Gambler - Defense/Endurance
  • (15) Luck of the Gambler - Defense
  • (15) Aegis - Resistance/Endurance/Recharge
  • (23) Aegis - Resistance/Endurance

Level 6: Assassin's Slash

  • (A) Superior Assassin's Mark - RechargeTime/Rchg Build Up
  • (17) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime
  • (17) Superior Assassin's Mark - Damage/Endurance/RechargeTime
  • (23) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
  • (25) Superior Assassin's Mark - Damage/RechargeTime
  • (25) Superior Assassin's Mark - Accuracy/Damage

Level 8: Battle Agility

  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Defense

Level 10: True Grit

  • (A) Aegis - Psionic/Status Resistance
  • (27) Aegis - Resistance
  • (43) Miracle - +Recovery
  • (43) Numina's Convalesence - Heal
  • (46) Numina's Convalesence - Heal/Endurance

Level 12: Placate

  • (A) Recharge Reduction IO

Level 14: Stealth

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (39) Shield Wall - Defense/Endurance
  • (50) Shield Wall - Defense

Level 16: Active Defense

  • (A) Endurance Reduction IO

Level 18: Parry

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

Level 20: Against All Odds

  • (A) Endurance Reduction IO

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed

Level 24: Boxing

  • (A) Absolute Amazement - Chance for ToHit Debuff
  • (37) Absolute Amazement - Endurance/Stun
  • (40) Absolute Amazement - Accuracy/Recharge
  • (40) Absolute Amazement - Accuracy/Stun/Recharge
  • (42) Absolute Amazement - Stun/Recharge

Level 26: Disembowel

  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (31) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (31) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (31) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (33) Superior Blistering Cold - Accuracy/Damage
  • (33) Achilles' Heel - Defense Debuff/Recharge

Level 28: Tough

  • (A) Aegis - Resistance/Endurance
  • (37) Aegis - Resistance/Endurance/Recharge
  • (42) Steadfast Protection - Resistance/+Def 3%
  • (43) Unbreakable Guard - +Max HP

Level 30: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense

Level 32: Head Splitter

  • (A) Obliteration - Chance for Smashing Damage
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Recharge
  • (36) Achilles' Heel - Chance for Res Debuff

Level 35: Shield Charge

  • (A) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (36) Overwhelming Force - Damage/Endurance/Recharge
  • (36) Overwhelming Force - Endurance/Recharge

Level 38: Physical Perfection

  • (A) Preventive Medicine - Chance for +Absorb
  • (46) Performance Shifter - Chance for +End
  • (46) Performance Shifter - EndMod

Level 41: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 44: Cross Punch

  • (A) Stupefy - Chance of Knockback
  • (45) Stupefy - Accuracy/Stun/Recharge
  • (45) Stupefy - Accuracy/Recharge
  • (48) Stupefy - Stun/Range
  • (48) Stupefy - Accuracy/Endurance
  • (50) Stupefy - Endurance/Stun

Level 47: Maneuvers

  • (A) Reactive Defenses - Scaling Resist Damage
  • (48) Reactive Defenses - Defense/Endurance
  • (50) Reactive Defenses - Defense/Endurance/RechargeTime

Level 49: One with the Shield

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Assassination

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (29) Numina's Convalesence - Heal
  • (39) Panacea - +Hit Points/Endurance
  • (45) Regenerative Tissue - +Regeneration

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (29) Performance Shifter - EndMod

Level 50: Agility Total Radial Revamp

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

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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

The Great Archetype Concept Battle: Final Round

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

Archetype Proposal Amalgamation

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So i'm working on this and just a few minutes took a break and was looking at a stone ice tank build I had on live.

 

Tell me why I shouldn't fit in Invoke Panic from the Presence pool. It's (now, according to Pines) a mag 3 fear PBAO with a 20 radius. I know it used to be hated...but mag 3 fear from Hide for 10 seconds for a single target hunter is no joke?

 

That's huge damage mitigation and it's got to increase your hide rate until you can slot the ATO?

 

Slotted up it's 22 recharge with 20 duration, meaning you get to pick and chose exactly how to clear the spawn. 

 

It looks almost too good to be true on paper, but I've never played a stalker beyond like level 16 so please inform me.

________________

Freedom toons:

Illuminata

Phoebros

Mim

Ogrebane

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So i'm working on this and just a few minutes took a break and was looking at a stone ice tank build I had on live.

 

Tell me why I shouldn't fit in Invoke Panic from the Presence pool. It's (now, according to Pines) a mag 3 fear PBAO with a 20 radius. I know it used to be hated...but mag 3 fear from Hide for 10 seconds for a single target hunter is no joke?

 

That's huge damage mitigation and it's got to increase your hide rate until you can slot the ATO?

 

Slotted up it's 22 recharge with 20 duration, meaning you get to pick and chose exactly how to clear the spawn. 

 

It looks almost too good to be true on paper, but I've never played a stalker beyond like level 16 so please inform me.

 

well, to keep everything in, for say my build of this, the only powers you can drop are a TP and placate without losing damage, but there's no extra slots there, and dropping 5slot to 4slot on several things loses you bonuses like recharge.

 

You could drop the patron pool, but then you lose the snipe and the def clicky, so.

 

Season to taste. Just never forget it's about doing a lot of damage very very quickly.

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Just never forget it's about doing a lot of damage very very quickly.

 

That sums up the concept behind Stalker... Although, hurry up and wait is also a common description...

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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

The Great Archetype Concept Battle: Final Round

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

Archetype Proposal Amalgamation

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Just never forget it's about doing a lot of damage very very quickly.

 

That sums up the concept behind Stalker... Although, hurry up and wait is also a common description...

 

There's a saying in robot combat from a competitor that sums up stalker well - "Wait for a good hit"

 

I see this a lot, if you just pounce in and AS a boss before aggro is pulled, you're probably going to die. if you wait and open with a crit into an instant AS you can do a lot more DPS without taking any return fire, or you can time AS so it lands just after the tanky type jumps in.

 

It's resisting that urge to just keep nuking enemies, especially when you're not yet totally decked out and die very easily under lots of aggro.

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Would it make sense to slot 4 procs into parry? I am leveling my bs/shield and I’m currently around PvP 35. Thinking of slotting 4 procs into parry but idk if it will fire enoigh given how low the recharge is. Thoughts?

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