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Power Choice for Savage Melee/Dark Armor (SM/DA) Stalker


Blackbird71

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I'm working on a Savage Melee/Dark Armor Stalker, going with Body Mastery to try to offset some of the heavy End cost of DA.  In making my power selections, I'm trying to shoehorn Hasten into the mix.  In order to do this, I need to leave out one of the following:
 

  • Cloak of Fear
  • Oppressive Gloom
  • Focused Accuracy

 

I was going to go all in on DA and leave out Focused Accuracy, but I got to thinking that I really want to make sure my hits land as much as possible, so maybe I should keep FA and leave out one of the other two?  

Any feedback/input is appreciated.

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PVE opinions:

Cloak of Fear is the least useful power of the bunch, Oppressive Gloom does more for less (one slot acc gets the job done, low end cost). I've never kept CoF in a dark armor build on any AT, ever. It's fun and neat but underwhelming while also having a heavy slot cost to be effective/sustainable.

 

Focused Acc is only useful if you're having trouble reaching high acc/tohit, so check your mids build set at 48 base to see if your powers are over 95%.  If you're using IO sets you're probably pulling in some decent numbers already and you might not need FA much, and while using it to counter debuffs is a nice option I don't think it's strictly necessary.

 

If I were building it I'd probably drop both of those powers (CoF/FA), unless they had sets that worked favorably for my build goals.

 

PVP: I don't know, you probably want all three of those powers for PVP, but I'm not into that stuff so I know very little.

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Sorry, I should have specified this was for PvE (do people actually PvP in this game? 😜).

 

Without FA and slotting everything else up in Mid's, my ToHit is at 80% and Accuracy is 78%.  Oddly enough, when I swap in FA for CoF and slot it up, Acc goes up to 98% but ToHit goes down to 67.88%; I suppose the set bonuses I had in CoF were better?  All I can see there that affected it was the Siphon Insight proc, so perhaps that 80% wasn't as stable as it appears on paper.

 

Still, the FA slotting is less optimal for my Def/Res numbers, so maybe just sticking with CoF and OG is the way to go.

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Here is my SM/DA stalker build thats based on Nightcrawler in game. Some of the powers are themed, but you can see my slotting

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Stalker
Primary Power Set: Savage Melee
Secondary Power Set: Dark Armor
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Savage Strike

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

Level 1: Hide

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (7) Reactive Defenses - Scaling Resist Damage
  • (9) Kismet - Accuracy +6%
  • (9) Karma - Knockback Protection

Level 2: Maiming Slash

  • (A) Superior Assassin's Mark - Accuracy/Damage
  • (11) Superior Assassin's Mark - Damage/RechargeTime
  • (11) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
  • (13) Superior Assassin's Mark - Damage/Endurance/RechargeTime
  • (13) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime
  • (15) Superior Assassin's Mark - RechargeTime/Rchg Build Up

Level 4: Combat Teleport

  • (A) Adjusted Targeting - To Hit Buff
  • (17) Adjusted Targeting - To Hit Buff/Recharge
  • (19) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (19) Adjusted Targeting - Endurance/Recharge
  • (21) Adjusted Targeting - To Hit Buff/Endurance
  • (21) Range IO

Level 6: Assassin's Frenzy

  • (A) Superior Stalker's Guile - Accuracy/Damage
  • (23) Superior Stalker's Guile - Recharge/Chance to Hide
  • (23) Superior Stalker's Guile - Accuracy/Damage/Recharge
  • (25) Superior Stalker's Guile - Damage/Endurance/Recharge
  • (25) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
  • (27) Touch of Death - Chance of Damage(Negative)

Level 8: Build Up

  • (A) Recharge Reduction IO
  • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (29) Recharge Reduction IO

Level 10: Dark Embrace

  • (A) Unbreakable Guard - Endurance/RechargeTime
  • (29) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (31) Gladiator's Armor - TP Protection +3% Def (All)
  • (33) Steadfast Protection - Resistance/+Def 3%

Level 12: Murky Cloud

  • (A) Unbreakable Guard - Resistance
  • (33) Unbreakable Guard - Endurance/RechargeTime
  • (33) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 14: Shadow Dweller

  • (A) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 16: Obsidian Shield

  • (A) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Unbreakable Guard - Endurance/RechargeTime

Level 18: Rending Flurry

  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (37) Obliteration - Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Chance for Smashing Damage

Level 20: Dark Regeneration

  • (A) Touch of the Nictus - Healing/Absorb
  • (39) Touch of the Nictus - Accuracy/Healing/Absorb
  • (39) Theft of Essence - Chance for +Endurance
  • (40) Touch of the Nictus - Chance for Negative Energy Damage

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Kick

  • (A) Kinetic Combat - Knockdown Bonus

Level 26: Tough

  • (A) Unbreakable Guard - Resistance
  • (40) Unbreakable Guard - Resistance/Endurance
  • (40) Unbreakable Guard - RechargeTime/Resistance
  • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 28: Hemorrhage

  • (A) Hecatomb - Damage
  • (42) Damage Increase IO
  • (42) Mako's Bite - Chance of Damage(Lethal)
  • (43) Touch of Death - Chance of Damage(Negative)
  • (43) Hecatomb - Chance of Damage(Negative)
  • (43) Gladiator's Strike - Chance for Smashing Damage

Level 30: Weave

  • (A) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Savage Leap

  • (A) Armageddon - Damage
  • (45) Armageddon - Chance for Fire Damage
  • (45) Scirocco's Dervish - Chance of Damage(Lethal)
  • (46) Fury of the Gladiator - Chance for Res Debuff
  • (46) Obliteration - Chance for Smashing Damage
  • (46) Eradication - Chance for Energy Damage

Level 35: Superior Conditioning

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

Level 38: Maneuvers

  • (A) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 41: Teleport

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

Level 44: Physical Perfection

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

Level 47: Team Teleport

  • (A) Winter's Gift - Slow Resistance (20%)

Level 49: Tactics

  • (A) Rectified Reticle - To Hit Buff
  • (50) Rectified Reticle - To Hit Buff/Recharge
  • (50) Endurance Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Sprint

  • (A) Empty

Level 2: Rest

  • (A) Empty

Level 2: Swift

  • (A) Empty

Level 2: Hurdle

  • (A) Empty

Level 2: Health

  • (A) Panacea - +Hit Points/Endurance
  • (15) Miracle - +Recovery

Level 2: Stamina

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

Level 1: Blood Frenzy 


Level 1: Prestige Power Dash Edited by Cakes
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I would say it depends on your build. Try to stay away from FA. It's such an end hog. +Acc and +tohit can be integrated into the build through IO slotting. I like keeping both CoF and OG. They add layers of mitigation. If targets aren't stunned, they may have fear; if targets aren't fear, they may be stunned. Just keeping a few of those minions off your back could make a difference. But if you're going to lose one, drop CoF. It's pretty high on end too.

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