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Posted

Blood Born - Villain Stalker
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Broad Sword
  • Secondary powerset: Super Reflexes
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Leaping
  • Pool powerset (#4): Leadership
  • Ancillary powerset: Dark Mastery

──────────────────────────────

Powers taken:

Level 1: Hide

  • A: Reactive Defenses: Endurance/RechargeTime
  • 7: Reactive Defenses: Defense
  • 50: Reactive Defenses: Defense/Endurance
  • 50: Reactive Defenses: Defense/Endurance/RechargeTime

Level 1: Focused Fighting

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 3: Luck of the Gambler: Defense/Endurance/Recharge
  • 3: Luck of the Gambler: Endurance/Recharge
  • 5: Luck of the Gambler: Defense/Endurance
  • 5: Luck of the Gambler: Defense/Recharge

Level 2: Slice

  • A: Shield Breaker: Defense Debuff
  • 9: Shield Breaker: Accuracy/Defense Debuff
  • 9: Shield Breaker: Accuracy/Endurance/Recharge
  • 11: Shield Breaker: Defense Debuff/Endurance/Recharge
  • 11: Shield Breaker: Accuracy/Recharge

Level 4: Hasten

  • A: Invention: Recharge Reduction
  • 7: Invention: Recharge Reduction

Level 6: Assassin's Slash

  • A: Superior Stalker's Guile: Recharge/Chance to Hide
  • 37: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
  • 39: Superior Stalker's Guile: Accuracy/Damage/Recharge
  • 40: Superior Stalker's Guile: Damage/Endurance/Recharge
  • 40: Superior Stalker's Guile: Damage/Recharge
  • 40: Superior Stalker's Guile: Accuracy/Damage

Level 8: Kick

  • A: Invention: Recharge Reduction

Level 10: Combat Jumping

  • A: Luck of the Gambler: Defense/Recharge
  • 43: Luck of the Gambler: Endurance/Recharge
  • 45: Luck of the Gambler: Defense/Endurance/Recharge
  • 45: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 45: Luck of the Gambler: Defense/Endurance

Level 12: Super Jump

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range

Level 14: Tough

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 15: Unbreakable Guard: +Max HP
  • 15: Aegis: Psionic/Status Resistance
  • 17: Impervium Armor: Psionic Resistance
  • 17: Impervious Skin: Status Resistance/Regeneration
  • 29: Steadfast Protection: Resistance/+Def 3%

Level 16: Assault

  • A: Invention: Endurance Reduction

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

Level 20: Agile

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Red Fortune: Defense/Endurance
  • 21: Red Fortune: Defense/Recharge
  • 23: Red Fortune: Endurance/Recharge
  • 23: Reactive Defenses: Endurance/RechargeTime
  • 25: Reactive Defenses: Defense/Endurance/RechargeTime

Level 22: Practiced Brawler

  • A: Invention: Endurance Reduction

Level 24: Build Up

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff
  • 29: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 33: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
  • 34: Gaussian's Synchronized Fire-Control: Recharge/Endurance
  • 34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
  • 34: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge

Level 26: Placate

  • A: Perfect Zinger: Threat/Placate/Recharge
  • 36: Perfect Zinger: Threat/Placate/Recharge/Range
  • 36: Perfect Zinger: Accuracy/Recharge

Level 28: Parry

  • A: Reactive Defenses: Defense
  • 46: Hecatomb: Damage/Recharge
  • 46: Hecatomb: Recharge/Accuracy
  • 46: Hecatomb: Damage/Recharge/Accuracy

Level 30: Dodge

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 31: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 31: Shield Wall: Defense/Endurance
  • 31: Shield Wall: Endurance/Recharge
  • 33: Shield Wall: Defense/Endurance/Recharge
  • 33: Kismet: Accuracy +6%

Level 32: Head Splitter

  • A: Armageddon: Chance for Fire Damage
  • 42: Armageddon: Damage/Recharge
  • 43: Armageddon: Damage/Recharge/Accuracy
  • 43: Armageddon: Damage/Endurance

Level 35: Torrent

  • A: Kinetic Crash: Accuracy/Knockback
  • 36: Kinetic Crash: Recharge/Endurance
  • 37: Kinetic Crash: Accuracy/Damage/Knockback

Level 38: Petrifying Gaze

  • A: Lockdown: Chance for +2 Mag Hold
  • 39: Superior Entomb: Hold/Recharge
  • 39: Superior Entomb: Accuracy/Hold/Endurance

Level 41: Quickness

  • A: Microfilament Exposure

Level 44: Evasion

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Shield Wall: Defense/Endurance
  • A: Shield Wall: Endurance/Recharge
  • 48: Shield Wall: Defense/Endurance/Recharge
  • 50: Shield Wall: Defense/Recharge

Level 47: Elude

  • A: Shield Wall: Defense

Level 49: Dark Blast

  • A: Deflated Ego: To Hit Debuff/Recharge
  • A: Deflated Ego: Chance for Recovery Debuff
  • A: 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: Health

  • A: Panacea: +Hit Points/Endurance
  • 13: Numina's Convalesence: +Regeneration/+Recovery
  • 37: Regenerative Tissue: +Regeneration

Level 1: Stamina

  • A: Power Transfer: Chance to Heal Self
  • 13: Performance Shifter: Chance for +End

Level 14: Double Jump


 

Posted (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. 

 

image.thumb.png.bdc814b3a109fd1eb3d709206567de41.png

 

 

Edited by StrikerFox
Posted

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.

 

 

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