KingCeddd03 Posted March 16 Share Posted March 16 Blood Born - Villain StalkerBuild plan made with Mids' Reborn v3.6.6 rev. 3 ──────────────────────────────Primary powerset: Broad SwordSecondary powerset: Super ReflexesPool powerset (#1): SpeedPool powerset (#2): FightingPool powerset (#3): LeapingPool powerset (#4): LeadershipAncillary powerset: Dark Mastery ────────────────────────────── Powers taken: Level 1: HideA: Reactive Defenses: Endurance/RechargeTime7: Reactive Defenses: Defense50: Reactive Defenses: Defense/Endurance50: Reactive Defenses: Defense/Endurance/RechargeTime Level 1: Focused FightingA: Luck of the Gambler: Defense/Increased Global Recharge Speed3: Luck of the Gambler: Defense/Endurance/Recharge3: Luck of the Gambler: Endurance/Recharge5: Luck of the Gambler: Defense/Endurance5: Luck of the Gambler: Defense/Recharge Level 2: SliceA: Shield Breaker: Defense Debuff9: Shield Breaker: Accuracy/Defense Debuff9: Shield Breaker: Accuracy/Endurance/Recharge11: Shield Breaker: Defense Debuff/Endurance/Recharge11: Shield Breaker: Accuracy/Recharge Level 4: HastenA: Invention: Recharge Reduction7: Invention: Recharge Reduction Level 6: Assassin's SlashA: Superior Stalker's Guile: Recharge/Chance to Hide37: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge39: Superior Stalker's Guile: Accuracy/Damage/Recharge40: Superior Stalker's Guile: Damage/Endurance/Recharge40: Superior Stalker's Guile: Damage/Recharge40: Superior Stalker's Guile: Accuracy/Damage Level 8: KickA: Invention: Recharge Reduction Level 10: Combat JumpingA: Luck of the Gambler: Defense/Recharge43: Luck of the Gambler: Endurance/Recharge45: Luck of the Gambler: Defense/Endurance/Recharge45: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Endurance Level 12: Super JumpA: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range Level 14: ToughA: Gladiator's Armor: TP Protection +3% Def (All)15: Unbreakable Guard: +Max HP15: Aegis: Psionic/Status Resistance17: Impervium Armor: Psionic Resistance17: Impervious Skin: Status Resistance/Regeneration29: Steadfast Protection: Resistance/+Def 3% Level 16: AssaultA: Invention: Endurance Reduction Level 18: Focused SensesA: Luck of the Gambler: Defense/Increased Global Recharge Speed19: Red Fortune: Defense/Recharge19: Red Fortune: Endurance/Recharge25: Red Fortune: Defense/Endurance/Recharge27: Reactive Defenses: Endurance/RechargeTime27: Reactive Defenses: Scaling Resist Damage Level 20: AgileA: Luck of the Gambler: Defense/Increased Global Recharge Speed21: Red Fortune: Defense/Endurance21: Red Fortune: Defense/Recharge23: Red Fortune: Endurance/Recharge23: Reactive Defenses: Endurance/RechargeTime25: Reactive Defenses: Defense/Endurance/RechargeTime Level 22: Practiced BrawlerA: Invention: Endurance Reduction Level 24: Build UpA: Gaussian's Synchronized Fire-Control: To Hit Buff29: Gaussian's Synchronized Fire-Control: Chance for Build Up33: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance34: Gaussian's Synchronized Fire-Control: Recharge/Endurance34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge Level 26: PlacateA: Perfect Zinger: Threat/Placate/Recharge36: Perfect Zinger: Threat/Placate/Recharge/Range36: Perfect Zinger: Accuracy/Recharge Level 28: ParryA: Reactive Defenses: Defense46: Hecatomb: Damage/Recharge46: Hecatomb: Recharge/Accuracy46: Hecatomb: Damage/Recharge/Accuracy Level 30: DodgeA: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Shield Wall: +Res (Teleportation), +5% Res (All)31: Shield Wall: Defense/Endurance31: Shield Wall: Endurance/Recharge33: Shield Wall: Defense/Endurance/Recharge33: Kismet: Accuracy +6% Level 32: Head SplitterA: Armageddon: Chance for Fire Damage42: Armageddon: Damage/Recharge43: Armageddon: Damage/Recharge/Accuracy43: Armageddon: Damage/Endurance Level 35: TorrentA: Kinetic Crash: Accuracy/Knockback36: Kinetic Crash: Recharge/Endurance37: Kinetic Crash: Accuracy/Damage/Knockback Level 38: Petrifying GazeA: Lockdown: Chance for +2 Mag Hold39: Superior Entomb: Hold/Recharge39: Superior Entomb: Accuracy/Hold/Endurance Level 41: QuicknessA: Microfilament Exposure Level 44: EvasionA: Luck of the Gambler: Defense/Increased Global Recharge SpeedA: Shield Wall: Defense/EnduranceA: Shield Wall: Endurance/Recharge48: Shield Wall: Defense/Endurance/Recharge50: Shield Wall: Defense/Recharge Level 47: EludeA: Shield Wall: Defense Level 49: Dark BlastA: Deflated Ego: To Hit Debuff/RechargeA: Deflated Ego: Chance for Recovery DebuffA: Deflated Ego: To Hit Debuff ────────────────────────────── Inherents: Level 1: Assassination Level 1: Brawl(Empty) Level 1: Sprint(Empty) Level 2: Rest(Empty) Level 1: Swift(Empty) Level 1: Hurdle(Empty) Level 1: HealthA: Panacea: +Hit Points/Endurance13: Numina's Convalesence: +Regeneration/+Recovery37: Regenerative Tissue: +Regeneration Level 1: StaminaA: Power Transfer: Chance to Heal Self13: Performance Shifter: Chance for +End Level 14: Double Jump Link to comment Share on other sites More sharing options...
StrikerFox Posted March 16 Share Posted March 16 (edited) Post the Mids' file. I find it a lot easier to view the build as a whole rather than a long wall of text. But at a glance: Slice should be slotted for damage. A final build should have +tohit/acc baked into it through slotting and set bonuses. -Def debuffs shouldn't really be needed when fully IO'd. Slice's base debuff should be more than enough. Combat Jump looks way overslotted. It's base def is low, around +2%. All that slotting is probably adding +1.2% def on top of that. Parry is likely a redundant power. It's damage is pretty low and SR should be well above softcap without Parry's +def bonus. Quickness cost no end. A regular run speed IO is better than the HO. Small stuff like the IOs slotted. The below example, Focused Senses has a base recharge of 4secs. With set bonuses, you probably have it recharging in 1.5secs. If you fall, go to hospital, get rezzed, FS will be recharged and ready for use without any recharge slotted into it. Only slot IOs with +def, +end reduction and to mule uniques/globals. Level 18: Focused Senses A: Luck of the Gambler: Defense/Increased Global Recharge Speed 19: Red Fortune: Defense/Recharge 19: Red Fortune: Endurance/Recharge 25: Red Fortune: Defense/Endurance/Recharge 27: Reactive Defenses: Endurance/RechargeTime 27: Reactive Defenses: Scaling Resist Damage The build could use the Superior Asassin's Mark ATO. At the least the BU proc. I've never played Broad Sword, how's it's endurance? I think the build will have end issues. Is there something you're looking to achieve? More damage, more survivability, incarnate softcap, more recharge etc. Something I did with my SR Stalker is started the build by only taking the defense powers. Used the minimal amount of slots to get to softcap. Ended up adding Combat Jump, Weave and Tough (For Steadfast/Glad Armor uniques). Used a few IO boosters. It took only 8 additional slots to get there and that left 14 power picks and 59 slots to make the build how I felt fit. Though I ended up adding more slots to defenses to bump up DDR, lower FF/FS endurance and to chase set bonuses. Edited March 16 by StrikerFox Link to comment Share on other sites More sharing options...
Hjarki Posted March 16 Share Posted March 16 For Super Reflexes, I find that following that the following approach is almost always good way to start: In the toggles, put 4-slot Shield Wall (one will have the unique; the others will have E/R) In the passives, put 2-slot LotG (+recharge and D) In Elude, put 6-slot Reactive Defenses In Practiced Brawler, put a single recharge or endurance IO (depending on overall recharge/build goals) In Quickness, put run speed IO (or fly speed for flying characters) One of the hardest things to do with SR is get enough E/N resist (thus the 4-slot Shield Walls) Broad Sword is a bit of an odd pairing. Not only will you struggle with endurance but Ninja Blade is almost strictly superior. Neither set is particularly good on a Stalker since the heavy-hitting attack (Head Splitter) suffers an AE penalty on critical and the key AE of the set (Whirling Sword) is missing. The general pattern for Stalker rotations is Light Attack - Heavy Attack - Light Attack - Assassinate - Really Heavy Attack, with Assassinate slotted with Stalker's Guile and Assassin's Mark in an attack that needs a lot of recharge and doesn't benefit much from Hecatomb. Link to comment Share on other sites More sharing options...
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