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EM - EA - Soul ... Single target specialist - Seem like a reasonable build?


EnjoyTheJourney

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I'm quite new to stalkers and so this build may have some really glaring flaws. Any feedback provided is welcome. 

 

Does the build provided further down seem likely to do OK in a variety of endgame content? 

 

Intended ST attack chain could go assassin's strike from hide, total focus, energy transfer. Energy punch would fill spots in the attack chain when other powers are not ready and would hopefully keep build up available noticeably more often. The build has multiple circuit breakers if heavy damage starts to flow in and hopefully those would be enough to keep this stalker upright most of the time. 

 

My thanks to Mezmera for providing the template needed to put this together. 

 

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: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Fighting
Power Pool: Force of Will
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Energy Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg/Rchg(7), SprAssMar-Dmg/EndRdx/Rchg(9), SprAssMar-Acc/Dmg/EndRdx/Rchg(9), SprAssMar-Rchg/Rchg Build Up(5)
Level 1: Hide -- LucoftheG-Def/Rchg+(A)
Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3)
Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(15), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(11)
Level 8: Build Up -- GssSynFr--ToHit(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Weaken Resolve -- Acc-I(A)
Level 14: Boxing -- Empty(A)
Level 16: Kinetic Dampening -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(17), TtnCtn-ResDam(19), TtnCtn-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(23)
Level 18: Power Crash -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-%Dam(29), ClvBlo-Acc/Dmg(25), ClvBlo-Dmg/EndRdx(34), ClvBlo-Dmg/Rchg(27)
Level 20: Tough -- UnbGrd-Max HP%(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam(31), TtnCtn-ResDam/EndRdx/Rchg(25)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(23), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 26: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), GldStr-%Dam(46)
Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(48)
Level 30: Mighty Leap -- WntGif-ResSlow(A)
Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43)
Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42), Apc-Dam%(43)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(45), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46)
Level 47: Unleash Potential -- ShlWal-ResDam/Re TP(A), ShlWal-Def/Rchg(48), ShlWal-EndRdx/Rchg(50), ShlWal-Def/EndRdx/Rchg(50)
Level 49: Overload -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(33)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(33)
Level 1: Energy Focus 
Level 24: Takeoff 
Level 49: Quick Form 
Level 50: Agility Core Paragon 
Level 50: Barrier Core Epiphany 
Level 50: Assault Radial Embodiment 
Level 50: Diamagnetic Core Flawless Interface 
------------

Edited by EnjoyTheJourney
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Only thing I would change is replacing Overload with Shadow Meld. It provides defense across the board, without a crash. You can even use the same LoTG 7.5 and Def/Rechg.

Just my opinion, I've found stalker's tier 9 secondary not  worth taking.

Edited by stealthnight
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Thinking about it, that's a helpful change.

 

SM doesn't have a crash and it boosts def enough to help reduce the odds of cascading defense failure. It has a short cooldown and it's also a good mule for a LoTG. Plus, it frees up a slot that can be used to get the kismet +to hit IO for mobs that have access to high defense buffs **cough Cims cough**. 

 

 

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13 hours ago, EnjoyTheJourney said:

Intended ST attack chain could go assassin's strike from hide, total focus, energy transfer.
------------

You want AS to go last in that chain. If you start off with AS, it will have a rather long animation.

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Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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If it's for soloing, then starting with Assassin's Strike is fine.  The animation time is irrelevant when it all happens before the fight starts.  It also packs tohit debuff and chance to Terrorize.  I'll sometimes even do it on a team if I can get to a spawn a couple seconds ahead of the rest and line up some boss or other dangerous enemy in the pack.

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The most commonly used ST chain won't involve starting with an assassination. But, when possible starting with an assassination provides better burst damage, with "lower time from getting aggro to enemy defeat." That's a get-hit-as-little-as-possible approach, in the end. 

 

SuperPlyx: Good catch on the other 3% global defense IO. It was a surprising omission from the earlier build. As for the Impervious skin unique IO, I never realized that it is as appealing as it is. I'll still keep Numina's in,  though, as the regen loss isn't large and the recovery bonus in Numina's has some value in how it helps (even is oh so modestly) to rely slightly less on energy drain to keep endurance totals in a healthy place. The status resistance unique IO will stay on my radar for future builds, though, especially for high hit point characters such as tanks and brutes. 

 

A revised build is given below:

 

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: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Energy Punch -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg/Rchg(7), SprAssMar-Dmg/EndRdx/Rchg(9), SprAssMar-Acc/Dmg/EndRdx/Rchg(9), SprAssMar-Rchg/Rchg Build Up(5)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50)
Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3)
Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(15), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(13), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(11)
Level 8: Build Up -- GssSynFr--ToHit(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Weaken Resolve -- Acc-I(A)
Level 14: Kick -- Empty(A)
Level 16: Kinetic Dampening -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(17), TtnCtn-ResDam/Rchg(19), TtnCtn-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(27)
Level 18: Power Crash -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(27), Erd-%Dam(29), Arm-Dam%(25), Arm-Acc/Dmg/Rchg(34)
Level 20: Tough -- UnbGrd-Max HP%(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21), TtnCtn-ResDam(25), TtnCtn-ResDam/EndRdx/Rchg(31)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(23), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 26: Total Focus -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37), GldStr-%Dam(46)
Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def(48)
Level 30: Mighty Leap -- WntGif-ResSlow(A)
Level 32: Energy Transfer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43)
Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42), Apc-Dam%(43)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(45), AdjTrg-ToHit/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46)
Level 47: Unleash Potential -- ShlWal-ResDam/Re TP(A), ShlWal-Def/Rchg(48), ShlWal-EndRdx/Rchg(50), ShlWal-Def/EndRdx/Rchg(50)
Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A), Clr-EndRdx(33)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(33)
Level 1: Energy Focus 
Level 24: Takeoff 
Level 49: Quick Form 
Level 50: Agility Core Paragon 
Level 50: Barrier Core Epiphany 
Level 50: Assault Radial Embodiment 
Level 50: Diamagnetic Core Flawless Interface 
------------

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Nice Approach to this Combination!

 

I had time to test some chains for Energy Melee and am now convinved that i will love to take as much fast Energy Transfers as i can. That's why i would start with Total Focus out of Stealth, Now you got 2 Stacks of Energy Focus, going EF -> Moonbeam -> Something -> EF will erase a lot mobs very fast in a short time period. now you have hopefully a few stacks of Assassin Focus and can use fast AS followed by Total Focus, because you have not used Stalkers Guile proc so far in this figth. And now you start over again. This deletes enemys soooo fast. I really love that play style.

And Looking at your build with 17% to hit all the time, you should really be using moonbeam in your rotation.

 

Now to the build itself. it looks very solid and i would have gone some different direction with some of the things. You have Unleash potential, Shadow Meld and Barrier as "oh shit" buttons, it seems a little bit overkill for me but to know that you can allways click that button may give you some more security, i can unnderstand that. If i were to go for one of the cool new powerpools i would play with the superspeed one, it has another button that says "increase dps" instead of "another defense cooldown".

If you find yourself not using "Shadow Meld" very often, you can just go with "Vengeance" and let the single LotG there, just in case you end up in a team and someone dies. It buffs your damage and to hit, which is nice. I end up looking for opportunities to increase my damage as much as i can on a Stalker, so we might have different views on this.

I learned to like powercrash. It is better in game than it is on paper, maybe you can find another slot for it to give it more %Damage, it is a good cone attack.

 

These are just minor things. Your build looks good as it is!

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The Gaussian set is too good not to set out the whole thing if you're already using the proc.  I'd put that whole 6 into BU and just use low level one's so it doesn't mess with the recharge for optimal proc'ing.  I'd trim off of Tactics down to 2 slots.  

 

Remember with the chance for BU instant recharge ATO you need to use that power at least once zoned into a map for it to start kicking in.  It's good habit to use Energy Punch from time to time.  

 

I'm so used to just using 5 Manticore in snipes I forgot I have my pick of ranged sets for Moonbeam, I'll have to go look at my snipe now.  

Edited by Mezmera
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Feel free to take a look at my EM/EA stalker build. This takes a much different approach than yours, with a focus on maximum damage output, as I find the base values of energy aura to be plenty survivable without such investment. It does not take boxing/tough/weave, and there are some unique slotting differences taken that are reflective of that such as the absolute amazement set in EP because I didn't have boxing for muling the AA set. The build features 152.5% global recharge from set bonuses (+90% extra from EA and Hasten). As @Croax mentioned, looking at Experimentation/Adrenal Booster is a very worthwhile consideration for EM/EA, this build reaches nearly 50% uptime on Adrenal and not only does that boost your dmg, rchg, and tohit (the latter by a massive amount), it also boosts your stun duration. It puts TF at a 15.2s stun, ET at 12.2s, and EP at 14s, which lets you more consistently do things like stun EB warwalkers to prevent them from healing at low hp. Experimental Injection is a nifty tool to have access to as a stalker, which can provide a squishier ally perma mez protection, regen, and recov. 

 

Also you don't need celerity stealth IO on a stalker. Just put a 50+5 run IO in sprint, Energize reduces the endcost to 0.18.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Experimentation
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(15), AbsAmz-Stun/Rchg(15), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-ToHitDeb%(50), Hct-Dmg(50)
Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3)
Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3)
Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(5), Rct-EndRdx/Rchg(5), Rct-Def/Rchg(7), Rct-Def/EndRdx/Rchg(7), Rct-ResDam%(9)
Level 6: Assassin's Strike -- SprStlGl-Dmg/Rchg(A), SprStlGl-Acc/Dmg(9), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43)
Level 18: Stun -- Arm-Dmg(A), Arm-Dam%(19), Arm-Dmg/EndRdx(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21)
Level 20: Speed of Sound -- Run-I(A)
Level 22: Experimental Injection -- Pnc-Heal(A), Pnc-Heal/EndRedux(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25)
Level 24: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45)
Level 26: Energy Transfer -- 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: Energy Drain -- LucoftheG-Def/Rchg+(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 32: Total Focus -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(33), Hct-Acc/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Dam%(34), TchofDth-Dam%(34)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37)
Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(43)
Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(46)
Level 44: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-Acc/Dmg(46)
Level 47: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Quick Form 
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 -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(37), Pnc-Heal/EndRedux(40), Pnc-Heal/Rchg(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A)
Level 50: Ageless Core Epiphany 
Level 0: Marshal 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Frenzy 
Level 50: Musculature Core Paragon 
------------

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Currently on fire.

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For my EM/EA I went the MU Epic.  My single target chain is just crazy DPS and doesn't need a snipe thrown in.  So I went MU for Ball Lightning and Fences to take care of my lacking AOE and still have zapp for any runners i dont feel like running down.

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After experimenting in a variety of content for a few days, survivability seems better than fine. In fact, it's probably better than needed for most content.

 

TFs completed without any defeats includes both a lvl 54 MoMLTF (not successful, as a teammate was defeated) and lvl 54 MoLRSF (successful, with great teammates for both of these, which obviously helps a lot). Soloing cysts for mission 2 while doing (team) speed ITF runs goes just fine, at least at lower notoriety levels. The build exemps just fine as well, at least all the way down to Synapse TFs. One test not yet done, and one of the hardest I'd likely attempt with this build, would be to run a level 44 ITF with enemies buffed as part of an all-stalker team. No matter the content, shadow meld seldom gets used other than as a LoTG mule; other circuit-breakers work well enough on the clear majority of occasions that using shadow meld typically doesn't become the most appealing option at any point. 

 

At this point, I'll probably keep the build given here for more challenging content, especially with new options for more challenging play coming to the game. But, I'll also put together a more damage-focused second build. Several posts made here have been helpful for that, and my thanks to those who took the time to make them. 

Edited by EnjoyTheJourney
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