Jump to content

Stalkers and End Game Content


Recommended Posts

End game... they all get rather similar I feel? When you're fully IO'd out and all incarnates, all the melee classes are typically soft capped defense and/or with enough resists/regen/absorbs that you can be pretty fearless, stalkers are no exception. On the damage output side, stalker when compared to the others will depend on which primary was picked. Some of them drop a lot of area damage, while others drop very little. If you're in a group setting, a stalker can focus on bosses and up which are typically the largest danger (minions and lt will just drop dead near instantly regardless) and be contributing a ton. Solo is where area damage will matter a bit more, since as a stalker you have no taunt, you want to finish off pesky little things fast and then burn down the bosses. You can pick up the epic pools to add area damage as well (Mu and Blaze being very popular for that reason). Solo, something like Ninja Blade or Martial Arts with very low to no area damage is going to play a bit differently than a like a Claws/Bio or Elec/Shield with lots more AoE.

 

Over on the scrapper forums there's the Trapdoor test thread, linked below. Stalkers are doing very well on that, keeping up with the scrappers for many builds. 

 

  • Like 1

The Alphabet Bunnies
50s | Tanker: Rad/Ice, Fire/MA, Inv/WM, Bio/Savage, SR/KM, Shield/DM | Stalker: SM/Ice, Ice/Bio, DB/NRG | Scrapper: Kat/NRG, Claws/Nin | CrabSpider
| Farmer: Spine/Fire | Controller: Ill/Rad
Currently Building: Spine/Inv Scrapper

Link to post
Share on other sites
  • 1 month later

Short answer, Stalkers are kings of the endgame!

 

Personally, I look at it this way.  If a stalker is doing more damage then a brute, then the only reason to play the brute is to improve my survivability.   But unlike damage output, survivability is binary.  There's no bonus for keeping your hitpoints over 50% for an entire mission.  There is, however a benefit to killing things faster, both in terms of reward/time and, IMHO, level of fun.  Since fully built in endgame content my stalkers are generally not dying, they have a binary score equal to the other melee classes in survivability.  And therefore, I can't justify playing a scrapper or brute.    

 

AoE damage vs ST damage is one area where I'd lean away from stalkers, but in that case I'd personally move toward the blaster, not toward the scrapper/brute.

 

Granted, if you want to do some crazy solo-endgame content with handicaps specifically chosen to require extreme survivability, then of course more survivability is needed.  But that survivability requirement is not found in normal endgame TFs and Trials.

Edited by Shred Monkey
  • Thumbs Up 2

Active on Excelsior:

Lode Monkey - Fire Blast / Energy Manipulation Blaster (Blapper), Flaming Doom Monkey - Shield / Martial Arts Tank, Xero-Ranger Monkey - Energy Melee / Energy Aura Stalker

 

Link to post
Share on other sites

With certain primaries it is the best choice of Melee classes for damage end game.   

 

The best version of KM, SJ, Staff, Electric and probably Savage  

 

Some Scrappers will do better with other primaries (MA, WM and EM for example).  Brutes will get more AOE with some primaries like MA, KAT, BS)  And of course some primaries are not available on Stalkers (TW, WM, SS, SM)    

 

I've found team survival to be excellent due to decreased threat.  Solo survival is good, but not as good as Scrappers or Brutes.  And Tankers of course have a completely different role. 

Link to post
Share on other sites

You could try my build if you want a survivable Stalker lol.

 

This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Staff Fighting
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Precise Strike -- SprAssMar-Rchg/Rchg Build Up(A), Hct-Dmg(3), Hct-Acc/Rchg(3), Hct-Dam%(5), Hct-Acc/Dmg/Rchg(13), Hct-Dmg/EndRdx(13)
Level 1: Hide -- LucoftheG-Def/Rchg+(A)
Level 2: Resist Physical Damage -- GldArm-3defTpProc(A)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(11)
Level 6: Assassin's Staff -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11)
Level 8: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(15), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50)
Level 10: Dull Pain -- NmnCnv-Heal/Rchg(A)
Level 12: Boxing -- TchofDth-Acc/Dmg(A)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46), UnbGrd-EndRdx/Rchg(48)
Level 18: Eye of the Storm -- FrcFdb-Rechg%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(19), SprStlGl-Dmg/Rchg(19), SprStlGl-Dmg/EndRdx/Rchg(23), FrcFdb-Dmg/EndRdx/KB(23), FrcFdb-Acc/KB(25)
Level 20: Environmental Resistance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(48)
Level 22: Weave -- ShlWal-Def/EndRdx(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(37), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45)
Level 24: Combat Jumping -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def/EndRdx(43), ShlWal-Def(43), ShlWal-Def/Rchg(46)
Level 26: Guarded Spin -- Erd-Acc/Dmg/Rchg(A), Erd-%Dam(27), Erd-Acc/Dmg/EndRdx/Rchg(27), SprAvl-Acc/Dmg(34), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Rchg/KDProc(37)
Level 28: Reinforced -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-Def/EndRdx/Rchg(29), ShlWal-Def/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Sky Splitter -- SprStlGl-Acc/Dmg(A), SprStlGl-Rchg/Hide%(33), SprStlGl-Acc/Dmg/Rchg(33), FrcFdb-Rechg%(33), FrcFdb-Dmg/EndRdx/KB(34), FrcFdb-Acc/KB(34)
Level 35: Tough Hide -- ShlWal-Def/EndRdx(A), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def/Rchg(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Rchg/SlowProc(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40)
Level 41: Ball Lightning -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(42), Artl-Dam/End(42), Ann-ResDeb%(42), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-Acc/Dmg/EndRdx(45)
Level 44: Hover -- LucoftheG-Def/Rchg+(A)
Level 47: Fly -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50)
Level 49: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(31), Pnc-Heal/+End(40)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 49: Quick Form 
Level 47: Afterburner 
Level 50: Agility Core Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ageless Radial Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

 

Link to post
Share on other sites
On 7/22/2021 at 2:10 PM, Shred Monkey said:

Short answer, Stalkers are kings of the endgame!

 

Personally, I look at it this way.  If a stalker is doing more damage then a brute, then the only reason to play the brute is to improve my survivability.   But unlike damage output, survivability is binary.  There's no bonus for keeping your hitpoints over 50% for an entire mission.  There is, however a benefit to killing things faster, both in terms of reward/time and, IMHO, level of fun.  Since fully built in endgame content my stalkers are generally not dying, they have a binary score equal to the other melee classes in survivability.  And therefore, I can't justify playing a scrapper or brute.    

 

AoE damage vs ST damage is one area where I'd lean away from stalkers, but in that case I'd personally move toward the blaster, not toward the scrapper/brute.

 

Granted, if you want to do some crazy solo-endgame content with handicaps specifically chosen to require extreme survivability, then of course more survivability is needed.  But that survivability requirement is not found in normal endgame TFs and Trials.

Survivability isnt really the comparison point to make between stalker vs brute/tank/scrapper, it is aggro control/taunt/punchvoke. A stalker cant clump mobs like other melee ATs can. Mob clumping improves clear speed. Keeping an AV in one place improves dps. If you have 7 blasters/corrs/defenders on your team and you 8th man join as stalker you will absolutely be just fine but something that can aggro control may have been a more beneficial role to fill. It is also pretty rare for an 8 man team not to have one brute/tank/scrap that can aggro control and you really only need 1 to have that role filled. It is the same reason that scrappers do so much better with bio/shield/invul than fiery or dark armor because having a taunt aura means you fill an additional role for your team. Imo the taunt factor is why you make that armor choice decision on a scrapper and why you would choose to prefer a stalker or other melee AT.

 

At endgame aoe output is pretty excessive. Global recharge in builds is high means aoe attack chains are more fluid and long recharge high impact aoes are up more often. Softcapped defenses means squishier archetypes can output their aoe damage more aggressively and not care about the aggro that comes their way. Oh and judgments.

 

High AoE output and trash mob clearing is typically never something that will slow down an endgame group however having higher single target damage available becomes more valuable when aoe damage is already excessive. Leveling groups want to have lots of aoe damage, but this shifts at endgame. There are more AVs in endgame content and even in trash clearing having the bosses within the spawn die at the same time as the lieutenants makes noticeable difference. This is a big part of stalkers being endgame kings.

 

Very similar to stalkers having a very valid role in endgame is also why poison support is so damn amazing because bosses and AVs just melt. 

 

Blaster/corr/defender survivability can be built to very solid levels with IOs alone. If you have no trouble surviving in content as a squishier archetype you will not notice a difference in survivability between any of the melee archetypes other than it being way more than necessary. 

 

Stalkers do great with just speed/leaping/fighting power pools. Maneuvers and assault are always good stat pads but leadership toggles dont have the best values with stalker buff modifiers. Stalkers have a little flexibility here and I would encourage any IO'd stalker build to give presence/provoke a try in their build. It allows you to more flexibly fill roles for various team compositions or combat situations by having some minor aggro control capabilities. Usually this makes the most difference when you find yourself on a team without any other punchvoke/taunt when fighting an archvillain that may otherwise run all over the place (romulus, director 11), and it is very satisfying to have that taunt available when it is needed.

 

Value in flexing your capable role is also well shown in scrappers with taunt auras, dominators with sleet, blasters with bonfire or electrifying fences, sentinels with aoe immob, high damage controllers or phantom army utility, or uhhh kheldians i guess. Taunting stalkers are pretty cool.

 

  • Thumbs Up 1

Currently on fire.

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...