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Posted (edited)

This is currently a theory-build. I wanted to see how strong of a stalker build could be created using Stone Armor while not sacrificing too much from my offense. This is not a proc-heavy build so it will not have the offensive capabilities of my previous Energy/Energy/Mu Stalker I built last year. Instead, this has more traditional high-end slotting, such as Winters and Purples. Here is a summary of the build:

 

Pros:

  • Perma Max HP 
  • 400+% Regeneration (35.4 HP/sec)
  • Softcapped Defense for S/L/E/N/P: all 51+% 
  • Hardcapped Resistance for F/C/T: all 75%
  • Perma-Hasten (188.75% Global Recharge)
  • 75% Global Accuracy (All attacks hit +3 enemies 95% of the time)
  • Two AoEs (Power Crash and Ball Lightning, useful for BU proc)
  • Solid Debuff Resistances (41.5% DDR, 69% End/Rec Drain, 60% Perception, 80% Slow)
  • Two Performance Shift Procs
  • +2.85 End/Sec (not factoring in PS procs nor Panacea proc)

 

Cons:

  • Only 27% F/C Defense (but hardcapped res)
  • Only 49% S/L Resistance (but softcapped def)
  • Only 19% E/N Resistance (but softcapped def)
  • Only 20% Psi Resistance (but softcapped def)
  • Not Proc Heavy (Only purples and FoTG)
  • No To-Hit buffs (Capping the damage for Zapp will be done with Build Up)

 

image.thumb.png.5f01320b92568180493420153571e4b0.png

 

Build:

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Geothermal Power: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(25)
Level 1: Hide -- Rct-Def(A), Rct-ResDam%(7)
Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), HO:Cyto(3)
Level 4: Stone Skin -- ShlWal-Def(A), StdPrt-ResDam/Def+(5), ShlWal-Def/EndRdx(5), ShlWal-ResDam/Re TP(7), GldArm-3defTpProc(9), GldArm-ResDam(9)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(37), SprStlGl-Rchg/Hide%(37)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal(11), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15)
Level 12: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx(31)
Level 14: Tough -- RctArm-ResDam/EndRdx/Rchg(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam(27), RctArm-ResDam/Rchg(33)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(17), Pnc-EndRdx/Rchg(17), Pnc-Heal(19), Pnc-Heal/EndRedux/Rchg(19)
Level 18: Power Crash -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
Level 20: Crystal Armor -- PrfShf-End%(A), PrfShf-EndMod(21), LucoftheG-Def/Rchg+(21), LucoftheG-Def(23), HO:Cyto(23)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Weave -- HO:Cyto(A), HO:Cyto(25)
Level 26: Total Focus -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/Rchg(42), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(43)
Level 28: Brimstone Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(29), RctArm-ResDam/EndRdx/Rchg(29), RctArm-ResDam/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 35: Minerals -- LucoftheG-Def/Rchg+(A), HO:Cyto(36), LucoftheG-Def(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), Apc-Dam%(47)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg(47), Rgn-Dmg/EndRdx(47), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(49)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Geode -- RechRdx-I(A)
Level 1: Assassination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 44: Double Jump 
Level 50: Musculature Radial Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

Edited by Bopper
  • Like 2

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Posted (edited)

Very nice build, Bopper!

 

How attached are you to the extra def pad above softcap here? Letting that drop closer to normal softcap gives you good opportunity to juice resists further and pull some extra damage. From the mids totals, it looks like you're overcapped on max HP as well, so some bonuses in that direction could shuffle. Perhaps what I am seeing is a relic of Mids weirdness however, and you are on point.

 

Here's how I would modify it personally. Note that I did shave a bit of global recharge by ditching the full six slot for Prev. Medicine, but you still have perma-hasten. The build also loses I think about 30 regen in set bonuses. Mids is giving me a weird readout on regen, so that may be off. Obviously it isn't actually at 1K+ as shown below. (Corrected below - this was just Geode turned on)

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Geothermal Power: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(25)
Level 1: Hide -- ShlWal-ResDam/Re TP(A)
Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3)
Level 4: Stone Skin -- LucoftheG-Def/Rchg+(A), StdPrt-ResDam/Def+(5), TtnCtn-ResDam(5), TtnCtn-ResDam/EndRdx(7), RedFrt-Def(9), RedFrt-Def/EndRdx(9)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(37), SprStlGl-Rchg/Hide%(37)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Earth's Embrace -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(11), DctWnd-Heal/Rchg(11), DctWnd-Heal/EndRdx/Rchg(13), ImpArm-ResPsi(13), GldArm-3defTpProc(15)
Level 12: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx(31)
Level 14: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(15), TtnCtn-ResDam/Rchg(27), TtnCtn-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(34)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(17), Pnc-EndRdx/Rchg(17), Pnc-Heal(19), Pnc-Heal/EndRedux/Rchg(19)
Level 18: Power Crash -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
Level 20: Crystal Armor -- PrfShf-End%(A), PrfShf-EndMod(21), LucoftheG-Def/Rchg+(21), LucoftheG-Def(23)
Level 22: Combat Jumping -- Rct-ResDam%(A)
Level 24: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(25)
Level 26: Total Focus -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/Rchg(42), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(43)
Level 28: Brimstone Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam/Rchg(29), TtnCtn-ResDam/EndRdx/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 35: Minerals -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), GldJvl-Dam%(46), StnoftheM-Dam%(46), Apc-Dam%(47)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg(47), Rgn-Dmg/EndRdx(47), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(49)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Geode -- Prv-Absorb%(A), Prv-Heal/Rchg(50)
Level 1: Assassination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 44: Double Jump 
Level 50: Musculature Radial Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

Here are the new totals in this version:

image.png.602cc4f28156c164842c1560a8e00565.png

 

My slotting here has also juiced damage in Zapp with procs - you could get back to 51 E/N def here by simply swapping back to the 5 slot Winter ATOs.

 

Overall, you gain substantial S/L and Psi resist, some E/N resist, and lose ~2 F/C. There are a couple sets I boosted for slot efficiency, but you would only lose a couple 10% regen bonuses when exemping down.

 

 

 

 

 

 

 

 

Edited by Onlyasandwich
Posted
6 minutes ago, Onlyasandwich said:

From the mids totals, it looks like you're overcapped on max HP as well, so some bonuses in that direction could shuffle.

I'm not home to look at the build, but what you described here might be a bug which I fixed in my local database. Earth Embrace was giving ~3.75 scale max hit points for the enhanceable portion when it's supposed to be 2.0 scale. When I fixed that, I went back to below cap when I didn't have accolades, overcapped with accolades.

 

The reason I used soany Hami-Os was because of lack of need for the HP buffs.

 

 

As for the build, I'm very willing to move things around. I'll take a look at your changes tonight and get back to you.

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Posted (edited)

I'm a dummy - it was just Geode toggled on - Mids is working fine on Regen readouts. : )

 

My version in that case is only 20 regen below the original.

 

However, I noticed that I made the silly mistake of relying on the shown value for unsuppressed hide defense! Swapping the Winter ATOs back in Zapp solve the issue, getting back to softcap in E/N, or even a couple percent above.

 

I fiddled a bit further and stole the extra slot in maneuvers. It makes almost no difference in defense totals, and the return on end per sec saved is very marginal. I chose to use the saved slot for another 6% psi resist from impervium. Other strong options would be to cap F/C resist again with a second slot in SJ for Winter's Gift 2 slot, 2 slot celerity in Sprint for 2.5% more S/L, or even go to another slot in Stamina if you prefer. 

 

The lack of Hami O's here doesn't really change totals, and saves a good bit of inf, though that may not be of much concern. I like to use Hami O's myself where it makes sense.

 

Modified build:

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Geothermal Power: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(25)
Level 1: Hide -- ShlWal-ResDam/Re TP(A)
Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def(3)
Level 4: Stone Skin -- LucoftheG-Def/Rchg+(A), StdPrt-ResDam/Def+(5), TtnCtn-ResDam(5), TtnCtn-ResDam/EndRdx(7), RedFrt-Def(9), RedFrt-Def/EndRdx(9)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(37), SprStlGl-Rchg/Hide%(37)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Earth's Embrace -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(11), DctWnd-Heal/Rchg(11), DctWnd-Heal/EndRdx/Rchg(13), ImpArm-ResPsi(13), GldArm-3defTpProc(15)
Level 12: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx(31)
Level 14: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(15), TtnCtn-ResDam/Rchg(27), TtnCtn-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(34)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(17), Pnc-EndRdx/Rchg(17), Pnc-Heal(19), Pnc-Heal/EndRedux/Rchg(19)
Level 18: Power Crash -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
Level 20: Crystal Armor -- PrfShf-End%(A), PrfShf-EndMod(21), LucoftheG-Def/Rchg+(21), LucoftheG-Def(23)
Level 22: Combat Jumping -- Rct-ResDam%(A)
Level 24: Weave -- RedFrt-Def(A), RedFrt-Def/EndRdx(25)
Level 26: Total Focus -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/Rchg(42), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(43)
Level 28: Brimstone Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam/Rchg(29), TtnCtn-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 35: Minerals -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/Rchg(46), Apc-Dam%(47)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg(47), Rgn-Dmg/EndRdx(47), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Geode -- Prv-Absorb%(A), Prv-Heal/Rchg(50)
Level 1: Assassination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 44: Double Jump 
Level 50: Musculature Radial Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

Edited by Onlyasandwich
Posted
2 hours ago, Bopper said:

This is currently a theory-build. I wanted to see how strong of a stalker build could be created using Stone Armor while not sacrificing too much from my offense. This is not a proc-heavy build so it will not have the offensive capabilities of my previous Energy/Energy/Mu Stalker I built last year. Instead, this has more traditional high-end slotting, such as Winters and Purples. Here is a summary of the build:

 

Pros:

  • Perma Max HP 
  • 400+% Regeneration (35.4 HP/sec)
  • Softcapped Defense for S/L/E/N/P: all 51+% 
  • Hardcapped Resistance for F/C/T: all 75%
  • Perma-Hasten (188.75% Global Recharge)
  • 75% Global Accuracy (All attacks hit +3 enemies 95% of the time)
  • Two AoEs (Power Crash and Ball Lightning, useful for BU proc)
  • Solid Debuff Resistances (41.5% DDR, 69% End/Rec Drain, 60% Perception, 80% Slow)
  • Two Performance Shift Procs
  • +2.85 End/Sec (not factoring in PS procs nor Panacea proc)

 

Cons:

  • Only 27% F/C Defense (but hardcapped res)
  • Only 49% S/L Resistance (but softcapped def)
  • Only 19% E/N Resistance (but softcapped def)
  • Only 20% Psi Resistance (but softcapped def)
  • Not Proc Heavy (Only purples and FoTG)
  • No To-Hit buffs (Capping the damage for Zapp will be done with Build Up)

 

image.thumb.png.5f01320b92568180493420153571e4b0.png

 

Build:

  Reveal hidden contents

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Geothermal Power: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(25)
Level 1: Hide -- Rct-Def(A), Rct-ResDam%(7)
Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), HO:Cyto(3)
Level 4: Stone Skin -- ShlWal-Def(A), StdPrt-ResDam/Def+(5), ShlWal-Def/EndRdx(5), ShlWal-ResDam/Re TP(7), GldArm-3defTpProc(9), GldArm-ResDam(9)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(37), SprStlGl-Rchg/Hide%(37)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal(11), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15)
Level 12: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx(31)
Level 14: Tough -- RctArm-ResDam/EndRdx/Rchg(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam(27), RctArm-ResDam/Rchg(33)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(17), Pnc-EndRdx/Rchg(17), Pnc-Heal(19), Pnc-Heal/EndRedux/Rchg(19)
Level 18: Power Crash -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), FuroftheG-ResDeb%(40)
Level 20: Crystal Armor -- PrfShf-End%(A), PrfShf-EndMod(21), LucoftheG-Def/Rchg+(21), LucoftheG-Def(23), HO:Cyto(23)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Weave -- HO:Cyto(A), HO:Cyto(25)
Level 26: Total Focus -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/Rchg(42), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(43)
Level 28: Brimstone Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(29), RctArm-ResDam/EndRdx/Rchg(29), RctArm-ResDam/Rchg(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 35: Minerals -- LucoftheG-Def/Rchg+(A), HO:Cyto(36), LucoftheG-Def(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), Apc-Dam%(47)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg(47), Rgn-Dmg/EndRdx(47), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(49)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Geode -- RechRdx-I(A)
Level 1: Assassination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 44: Double Jump 
Level 50: Musculature Radial Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

Really cool Bopper! In theory, how do you feel Stone Armor stacks up in general to Energy Aura? I’m a huge fan of Energy Aura, but it seems like the new Stone Armor is just good everywhere.

Posted
15 minutes ago, Onlyasandwich said:

However, I noticed that I made the silly mistake of relying on the shown value for unsuppressed hide defense!

This is a good point that I always forget to mention. I configure my Mids to always show me in combat (Attacked) so that stealth powers will show me as having suppressed defense.

 

16 minutes ago, Onlyasandwich said:

it was just Geode toggled on

I assumed that might have been the case. I took the power as an "oh shit" button or to use in between mobs if needed (which would build up Brimstone proc damage as well). I originally had placate instead thinking I could 2-slot perfect zinger for the P/T resist but I wound up not fitting those slots into the build.


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Posted (edited)
15 minutes ago, StriderIV said:

Really cool Bopper! In theory, how do you feel Stone Armor stacks up in general to Energy Aura? I’m a huge fan of Energy Aura, but it seems like the new Stone Armor is just good everywhere.

In theory, Stone has less holes so you can handle toxic and psionic attacks much better. Plus you have a lot more HP and higher regen. I think k I have roughly 33% more health than my ZPE build and with the slightly more regen puts me at 35 hps versus 25 hps (ballpark).

 

However Energy Aura still has advantages with its endurance reduction/recovery tools which allows for heavier proc builds to sustain. Also, its fire/Cold defense is superior while still able to achieve solid resistances (my ZPE build has something like 50% defense and 50% resistance). Also, I think Energy Drain is underrated as I love using it in mobs to heavily stack my defense buffs.

 

This is still a theory build that I'll have to make and test out, but I think EA will still be slightly preferred. But it's close enough that it will come down to a preference of flavor.

Edited by Bopper
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Posted
7 minutes ago, Bopper said:

In theory, Stone has less holes so you can handle toxic and psionic attacks much better. Plus you have a lot more HP and higher regen. I think k I have roughly 33% more health than my ZPE build and with the slightly more regen puts me at 35 hps versus 25 hps (ballpark).

 

However Energy Aura still has advantages with its endurance reduction/recovery tools which allows for heavier proc builds to sustain. Also, its fire/Cold defense is superior while still able to achieve solid resistances (my ZPE build has something like 50% defense and 50% resistance). Also, I think Energy Aura is underrated as I love using it in mobs to heavily stack my defense buffs.

 

This is still a theory build that I'll have to make and test out, but I think EA will still be slightly preferred. But it's close enough that it will come down to a preference of flavor.

Very true. Maybe going Stone Armor on a tanker would be best, since EA isn’t available on them 😂 plus, I already have an EM/EA Stalker largely based on your build. I still probably consider it my single strongest hero, with my Shield/Rad tanker.

 

I was thinking Dark Melee COULD pair nicely with stone, probably on any archetype. Could help with the end problem.

Posted
2 minutes ago, StriderIV said:

Very true. Maybe going Stone Armor on a tanker would be best, since EA isn’t available on them 😂 plus, I already have an EM/EA Stalker largely based on your build. I still probably consider it my single strongest hero, with my Shield/Rad tanker.

 

I was thinking Dark Melee COULD pair nicely with stone, probably on any archetype. Could help with the end problem.

If you haven't made a Stone tank yet, go for it. They're great. This build was mostly proof of concept. Odds are, I will look at Scrappers as they get mud pots and might have more natural AoE potential.


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Posted
1 minute ago, Bopper said:

If you haven't made a Stone tank yet, go for it. They're great. This build was mostly proof of concept. Odds are, I will look at Scrappers as they get mud pots and might have more natural AoE potential.

Nice! More natural than Stalkers, correct? I could see Stone Armor being really solid on scrappers. The T9 they and Stalkers get seem interesting 

Posted
6 hours ago, Onlyasandwich said:

How attached are you to the extra def pad above softcap here? Letting that drop closer to normal softcap gives you good opportunity to juice resists further and pull some extra damage.

I took a look at your build, it has a lot of nice things about it. The extra S/L/P resistance is impressive and the hits on recharge isn't too bad since it's still perma-hasten.

 

The loss in defense is a tad high, as I do like having a buffer for defense debuffs, and the endurance cost increase results in about 20 endurance per minute (equivalent to approx. 18% recovery). However, the choices you made were still inspiring. 

 

I played around with losing some defense and endurance costs while adding more S/L resists and keeping the same recharge levels. I wound up with 48.9% defense on S/L/E/N, 52% defense on psi, while increasing my S/L resist to 58.5% and E/N resist to 22% (no change to psi resist). It cost me about 4 endurance per minute, so not too bad. I did lose 20% regen as well, so sitting at 387%.

 

I'll post my changes later. Right now my son wants to fight bad guys and he's taken over my computer.

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Posted (edited)

I'm glad it was useful! Those impervium psi resist slots could easily be cannibalized to round out end priorities, and recoup some of the def pad. It sounds like that was one of your cuts, which makes sense.

 

I definitely understand why having a bit of pad is nice. I have historically gone for even incarnate softcaps myself where possible, but have taken a more intermediate approach lately, giving myself more room to benefit from buffs.

 

In practice, I find end management quite satisfactory on stone with the buffs! You can always feel it out once built and open up slotting further if you find yourself a bit too flush with blue. 

 

I haven't had the chance to play with geode yet, having only a stone tank thus far. Although it isn't providing intangible like hibernate, would it perhaps still allow you respite from debuffs for a mid battle reset? If so, this might be a good compromise for scenarios where you are on the edge of cascade. 

Edited by Onlyasandwich
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Posted (edited)

I played with the build a little and came up with this. It uses Agility core alpha to boost defences/recharge and end mods rather than musculature. Still decent defences with musculature though. Recharge drops a little with this build if not using Agility alpha.

 

Here is the build....

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Geothermal Power: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Energy Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(19), TchofDth-Dam%(25), TchofDth-Dmg/EndRdx/Rchg(40)
Level 1: Hide -- Rct-Def(A), Rct-ResDam%(7)
Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(19)
Level 4: Stone Skin -- Rct-Def(A), TtnCtn-ResDam/EndRdx(5), TtnCtn-ResDam(5), Rct-Def/EndRdx(7), TtnCtn-ResDam/Rchg(9), TtnCtn-ResDam/EndRdx/Rchg(9)
Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(34), SprStlGl-Acc/Dmg/Rchg(36), SprStlGl-Dmg/EndRdx/Rchg(37), SprStlGl-Acc/Dmg/EndRdx/Rchg(37), SprStlGl-Rchg/Hide%(37)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal(11), Prv-Heal/Rchg(15)
Level 12: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx(31)
Level 14: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(15), TtnCtn-ResDam/Rchg(27), TtnCtn-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(34)
Level 16: Rooted -- Prv-Heal(A), Prv-Heal/EndRdx(17)
Level 18: Power Crash -- Arm-Dam%(A), Arm-Dmg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40)
Level 20: Crystal Armor -- PrfShf-End%(A), PrfShf-EndMod(21), LucoftheG-Def/Rchg+(21), LucoftheG-Def(23), LucoftheG-Def/EndRdx(33)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 26: Total Focus -- SprAssMar-Acc/Dmg(A), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/Rchg(42), SprAssMar-Dmg/EndRdx/Rchg(42), SprAssMar-Acc/Dmg/EndRdx/Rchg(42), SprAssMar-Rchg/Rchg Build Up(43)
Level 28: Brimstone Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(29), TtnCtn-ResDam/Rchg(29), TtnCtn-ResDam/EndRdx/Rchg(33), GldArm-3defTpProc(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 32: Energy Transfer -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 35: Minerals -- ShlWal-ResDam/Re TP(A), Rct-Def(36), Rct-Def/EndRdx(36)
Level 38: Zapp -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), Apc-Dam%(47)
Level 41: Ball Lightning -- Rgn-Acc/Rchg(A), Rgn-Dmg(47), Rgn-Dmg/EndRdx(47), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48)
Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Geode -- RechRdx-I(A)
Level 1: Assassination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(23), Mrc-Rcvry+(31)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31)
Level 1: Energy Focus 
Level 49: Quick Form 
Level 44: Double Jump 
Level 50: Agility Core Paragon 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------

 

Edited by Gobbledegook
  • 1 month later
Posted (edited)

Little late to the party here, but I have a relatively expensive build that leverages sets to reach softcap+ to all types including Psi, decent resists (not great), max HP, perma-hasten, and recovery gain around 1.94, so no endurance problems I've experienced. I only get around 50% recharge resists, compared to @Bopper's 80%, but with less chance of being hit in the first place, I've not noticed any issues, and everything else seems pretty comparable.

 

I took it for a test drive and managed around 450 dps on pylon (avg. 120 seconds), which makes me pretty happy since I'm fumble-fingered as a stalker. My chain was whatever happened to light up first, followed as much by TF>ET as possible. So, in the hands of someone who knows what they're doing, it might go even higher. 🙂

 

Take a look and let me know if you guys feel something can be improved upon. I could switch the third hasten slot out easily, but that would drop it to just under perma at 122.6 seconds recharge, and personal preference is to not worry on perma and still able to take musculature instead of agility:

 

image.png.c85b86287631029bc0af5ad24118cadf.png

Build below:

Spoiler
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		|-------------------------------------------------------------------|

 

Edited by KaoticKarl
  • Like 1
Posted
4 hours ago, KaoticKarl said:

Little late to the party here, but I have a relatively expensive build that leverages sets to reach softcap+ to all types including Psi, decent resists (not great), max HP, perma-hasten, and recovery gain around 1.94, so no endurance problems I've experienced. I only get around 50% recharge resists, compared to @Bopper's 80%, but with less chance of being hit in the first place, I've not noticed any issues, and everything else seems pretty comparable.

 

I took it for a test drive and managed around 450 dps on pylon (avg. 120 seconds), which makes me pretty happy since I'm fumble-fingered as a stalker. My chain was whatever happened to light up first, followed as much by TF>ET as possible. So, in the hands of someone who knows what they're doing, it might go even higher. 🙂

 

Take a look and let me know if you guys feel something can be improved upon. I could switch the third hasten slot out easily, but that would drop it to just under perma at 122.6 seconds recharge, and personal preference is to not worry on perma and still able to take musculature instead of agility:

I like the approach you took with chasing softcap to all types. I took a look at your build and I think I was able to improve upon it. The only downside would be how you feel about Build Up not being 6-slotted. Personally, with the Stalker ATO I feel there is no need to care about the cooldown of build up as it will typically proc for you anyways. So if you don't mind the fact I turned the 26s cooldown into a 33s cooldown, I think you'll like the small tweaks I did.

 

image.thumb.png.54150fa83e443b215fa92f5f9119ee82.png

 

I was able to increase your type defense by a little bit (+0.11%) while pushing up your psionic defense by quite a bit (+3.22%). I also increased your S/L resistance (+3.4%) and your E/N resistance (+9.4%) . Net endurance recovery slightly increased (+0.02/s) and Regen slightly increased (+10%). Oh, and I swapped the slotting between Total Focus and Energy Punch. I figure having Total Focus recharge faster would be preferred, but you may not need it and would like to keep the Hold proc in Total Focus.

 

Spoiler

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Posted (edited)
2 hours ago, Bopper said:

I like the approach you took with chasing softcap to all types. I took a look at your build and I think I was able to improve upon it. The only downside would be how you feel about Build Up not being 6-slotted. Personally, with the Stalker ATO I feel there is no need to care about the cooldown of build up as it will typically proc for you anyways. So if you don't mind the fact I turned the 26s cooldown into a 33s cooldown, I think you'll like the small tweaks I did.

 

I was able to increase your type defense by a little bit (+0.11%) while pushing up your psionic defense by quite a bit (+3.22%). I also increased your S/L resistance (+3.4%) and your E/N resistance (+9.4%) . Net endurance recovery slightly increased (+0.02/s) and Regen slightly increased (+10%). Oh, and I swapped the slotting between Total Focus and Energy Punch. I figure having Total Focus recharge faster would be preferred, but you may not need it and would like to keep the Hold proc in Total Focus.

 

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

 

 

Overall, really nice suggestions Bopper, thanks! I have no issue losing the six slot for BU, as it was mainly to obtain the IO Set bonus. Since you've neatly covered that elsewhere, not a biggie, and as you've said the proc should take care of any recharge there anyways. I also have no issue switching up EP and TF slotting, as the hold isn't a big deal and I assume I get more mileage with the BU proc in TF giving a better chance of it going off due to its natural recharge, correct?

 

I did a little more tweaking to the build to suit my tastes, as I really wanted that perma-hasten (not sure why, lol, but it just irks me having it that close and yet not perma). I also switched up CJ back to the LOTG/SW mix, since mids was showing regen 10% cap with six sets, and reduced the boosted in SS so I could retain the attuned bonus when exemplared. My issue was trying to figure out how to get the one more slot in the build needed to keep perma-hasten without sacrificing too much elsewhere.

 

Pull the one from Rooted, and I'd lose the S/L Res & higher regen you'd increased. Pull the extra Aegis or SW and again, I lose the boost to S/L or E/NE res there as well. Finally settled on taking the Dam/End slot from ET. I lose the 6% to Toxic/Psi res and about 23 damage for the power, so not a big deal to me, as I don't see how 13% vs 19% res makes all that much difference in the long game, especially with the Psi Def getting cranked up with this too. New build below:

 

I really appreciate your taking the time to help Bopper, thanks!! 🙂

 

Spoiler
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Edited by KaoticKarl
Posted
26 minutes ago, KaoticKarl said:

I assume I get more mileage with the BU proc in TF giving a better chance of it going off due to its natural recharge, correct?

The BU proc is actually a global enhancement. So it doesn't proc off the power it's slotted in, it can proc off of any attack you use. This is why it's so good when you have AoEs as it gives you more chances for the proc.

 

27 minutes ago, KaoticKarl said:

I did a little more tweaking to the build to suit my tastes, as I really wanted that perma-hasten (not sure why, lol, but it just irks me having it that close and yet not perma). I also switched up CJ back to the LOTG/SW mix, since mids was showing regen 10% cap with six sets, and reduced the boosted in SS so I could retain the attuned bonus when exemplared. My issue was trying to figure out how to get the one more slot in the build needed to keep perma-hasten without sacrificing too much elsewhere.

It honestly makes no difference. A LotG/LotG versus LotG/SW is the same amount of enhancement and both will not necessarily give you a set bonus. But a LotG is cheaper than a SW. You could make it a +5 defense IO if you want to go ultimate cheap route. 

 

I can take a look at your build. I was thinking I could take some of the slots I used to add EN resist to give you an extra recharge. If I see something, I'll share it.

 

 

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Posted (edited)
13 hours ago, Bopper said:

The BU proc is actually a global enhancement. So it doesn't proc off the power it's slotted in, it can proc off of any attack you use. This is why it's so good when you have AoEs as it gives you more chances for the proc.

 

It honestly makes no difference. A LotG/LotG versus LotG/SW is the same amount of enhancement and both will not necessarily give you a set bonus. But a LotG is cheaper than a SW. You could make it a +5 defense IO if you want to go ultimate cheap route. 

 

I can take a look at your build. I was thinking I could take some of the slots I used to add EN resist to give you an extra recharge. If I see something, I'll share it.

 

 

 

So, BU proc is one that activates globally when the power is used at least once on a map? That's also another good thing to know, and can help a few of my other stalker builds. Now I'm really glad I asked for your help, as I also had it in my mind that the only +5 that retained their full values were purples and PVP IOs when exemped. So, if level 50+5 Common IOs are the same raw boost at level 20, then using a SW as the 2nd slot truly would be a silly waste of inf to do so. (I'll blame "old age comes with bad memory" here.. 😄)

 

Any other tweaks you can find would be terrific Bopper, but if not, no worries. You've already helped me a bunch already, so anything else would just be gravy at this point, thanks!

Edited by KaoticKarl
Posted
3 minutes ago, KaoticKarl said:

Any other tweaks you can find would be terrific Bopper, but if not, no worries. You've already helped me a bunch already, so anything else would just be gravy at this point, thanks!

The only thing to know about purples and pvp IOs is that their set bonuses are retained when you exemplar. But seeing as how you didn't have a set bonus, the SW was definitely wasted. Now, I assumed that your build is not intended for exemplaring as you were +5'ing everything. If that's not true, then you will want to revisit the +5s on the non-purple/pvp IOs, especially your LotGs.

 

As for tweaks, the only thing I saw was to potentially move IOs around that would allow you to 5-piece Panacea in Rooted. That would get you 7.5% global recharge which would make hasten recharge in 120.1s (with 2 IOs slotted). It will also make your other powers recharge faster. However it would cost you some resistance in your build. If you're interested, I can share it when I get on a computer. 


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Posted

I'd love to see any alternatives you can think up, so if you have it already that would be great. I just didn't want to keep taking up your so much of your time 🙂

 

 

I did get curious about the LOTGs and attunement though, since you'd mentioned it, and went to go do some testing. Poor Positron is probably confused to all get out with the amount of times I picked up his TF and dropped it, but I did find some interesting results (at least for me it was new).

 

You're 100% correct on the single slot SW vs Common IO Def Buff (CIO). Each one behaved the exact same as the other whether level 50 or 15, +0 or +5. Same % bonuses for each.

 

However, for the LOTG Def/global rch IO test, it seems there is absolutely no reason whatsoever to attune these unless you want to keep the set bonus. At level 50 I had 4.50% base Smashing Defense due to picking up Stone Skin. Tried different combos of slotting and toggles:

 

Hide on - unslotted:

50 Def 6.75% / 15 Def 6.29%

Hide +5 LOTG

50 Def 7.12% / 15 Def 6.44%

 

Attuned/Unattuned LOTG (no difference with similar level)

50 Def 7.05% / 15 Def 6.41%

 

So, not much of a difference here overall between attuned and boosted, but the +5 is still slightly higher even at level 15. Thought maybe it was Hide having some effect on this, so I tested both again on Rock Armor and CJ:

 

Unslotted at 50 and toggled on separately for RA base Def 18.90% and CJ base Def 7.65%

LOTG+5

RA 50 Def 21.29% / 15 Def 18.86%

CJ 50 Def  7.12% / 15 Def 6.44%

 

LOTG Att/UnAtt

RA 50 Def 20.81% / 15 Def 18.67%

CJ 50 Def 7.05% / 15 Def 6.41%

 

Like I said, not much of a difference here, unless when all is combined it changes ability to softcap at 15 versus just under (which I'd probably never notice either way), but something to consider regardless. Probably something others have already long figured out, but I had not idea how it worked and it was fun to do anyways, so might as well share in case.

Posted
21 minutes ago, KaoticKarl said:

However, for the LOTG Def/global rch IO test, it seems there is absolutely no reason whatsoever to attune these unless you want to keep the set bonus. At level 50 I had 4.50% base Smashing Defense due to picking up Stone Skin. Tried different combos of slotting and toggles:

Keep in mind, LotG's +Recharge is a set bonus, so you don't want to boost it if you want to exemplar. In the build below, you go slightly less than softcap for F/C, but big deal...enemies will hit you 1% more often than they used to.

 

Spoiler

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Posted
26 minutes ago, Bopper said:

Keep in mind, LotG's +Recharge is a set bonus, so you don't want to boost it if you want to exemplar. In the build below, you go slightly less than softcap for F/C, but big deal...enemies will hit you 1% more often than they used to.

 

  Reveal hidden contents

 

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Doh.. I didn't even think to test the recharge portion. Good call, and thanks. I think this one's a winner for me! 🙂

 

  • Like 1

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