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Hello good people,

 

I've only recently been back into CoH, and I'm trying to dust off my MIDS chops. Since I've been gone, some of the build theory has changed. I've read a ton of what has been posted here and on Reddit and tried to apply that methodology to my builds. 

 

I'm set on a Psychic Melee Stalker, but need to choose between Bio Armor or Energy Aura. I've crafted a build for each, see below. Arguments for both. Speed of Sound is taken for flavor, I am aware it is suboptimal for builds.

 

Spoiler

2 - Villain Stalker
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────

  • Primary powerset: Psionic Melee
  • Secondary powerset: Bio Armor
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Experimentation
  • Pool powerset (#3): Leaping
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Psionic Mastery

──────────────────────────────

Powers taken:

Level 1: Psi Blade

  • A: Superior Assassin's Mark: Accuracy/Damage
  • 3: Superior Assassin's Mark: Damage/RechargeTime
  • 3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
  • 5: Superior Assassin's Mark: Damage/Endurance/RechargeTime
  • 5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
  • 7: Superior Assassin's Mark: RechargeTime/Rchg Build Up

Level 1: Hide

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Kismet: Accuracy +6%

Level 2: Hardened Carapace

  • A: Unbreakable Guard: Resistance
  • 7: Unbreakable Guard: Resistance/Endurance
  • 9: Unbreakable Guard: RechargeTime/Resistance
  • 9: Unbreakable Guard: +Max HP
  • 11: Steadfast Protection: Resistance/+Def 3%
  • 11: Steadfast Protection: Knockback Protection

Level 4: Telekinetic Blow

  • A: Kinetic Combat: Accuracy/Damage
  • 17: Kinetic Combat: Damage/Recharge
  • 19: Kinetic Combat: Damage/Endurance/Recharge
  • 19: Kinetic Combat: Damage/Endurance
  • 39: Force Feedback: Chance for +Recharge

Level 6: Assassin's Psi Blade

  • A: Superior Stalker's Guile: Accuracy/Damage
  • 13: Superior Stalker's Guile: Damage/Recharge
  • 13: Superior Stalker's Guile: Accuracy/Damage/Recharge
  • 15: Superior Stalker's Guile: Damage/Endurance/Recharge
  • 15: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
  • 17: Superior Stalker's Guile: Recharge/Chance to Hide

Level 8: Boundless Energy

  • A: Preventive Medicine: Heal
  • 42: Preventive Medicine: Chance for +Absorb
  • 42: Synapse's Shock: EndMod/Increased Run Speed

Level 10: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 12: Environmental Modification

  • A: Reactive Defenses: Defense
  • 37: Reactive Defenses: Defense/Endurance
  • 37: Reactive Defenses: Endurance/RechargeTime
  • 37: Reactive Defenses: Defense/RechargeTime
  • 39: Reactive Defenses: Defense/Endurance/RechargeTime
  • 39: Reactive Defenses: Scaling Resist Damage

Level 14: Concentration

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 16: Adaptation


Level 18: Placate

  • A: Perfect Zinger: Chance for Psi Damage

Level 20: Ablative Carapace

  • A: Regenerative Tissue: +Regeneration
  • 21: Regenerative Tissue: Endurance/Recharge

Level 22: Greater Psi Blade

  • A: Unbreakable Constraint: Chance for Smashing Damage
  • 23: Hecatomb: Damage/Recharge
  • 23: Hecatomb: Damage/Recharge/Accuracy
  • 25: Hecatomb: Recharge/Accuracy
  • 25: Hecatomb: Damage/Endurance
  • 27: Hecatomb: Chance of Damage(Negative)

Level 24: DNA Siphon

  • A: Eradication: Damage
  • 27: Eradication: Damage/Recharge
  • 29: Eradication: Chance for Energy Damage
  • 29: Obliteration: Chance for Smashing Damage
  • 31: Scirocco's Dervish: Chance of Damage(Lethal)
  • 31: Touch of the Nictus: Chance for Negative Energy Damage

Level 26: Mass Levitate

  • A: Armageddon: Damage/Recharge
  • 34: Armageddon: Damage/Recharge/Accuracy
  • 34: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Endurance
  • 36: Armageddon: Chance for Fire Damage
  • 43: Force Feedback: Chance for +Recharge

Level 28: Speed of Sound

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 31: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
  • 33: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 30: Parasitic Aura

  • A: Theft of Essence: Chance for +Endurance
  • 43: Theft of Essence: Healing/Recharge

Level 32: Combat Jumping

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

Level 35: Psionic Lance

  • A: Sting of the Manticore: Accuracy/Damage
  • 36: Sting of the Manticore: Chance of Damage(Toxic)
  • 40: Sting of the Manticore: Damage/Endurance
  • 40: Sting of the Manticore: Damage/Interrupt/Recharge
  • 40: Sting of the Manticore: Damage/Endurance/Recharge

Level 38: Boxing

  • (Empty)

Level 41: Tough

  • A: Gladiator's Armor: End/Resist
  • 42: Gladiator's Armor: TP Protection +3% Def (All)
  • 43: Aegis: Psionic/Status Resistance
  • 46: Aegis: Resistance/Endurance
  • 46: Aegis: Resistance/Endurance/Recharge
  • 48: Impervious Skin: Status Resistance/Regeneration

Level 44: Psychic Scream

  • A: Ragnarok: Damage
  • 45: Ragnarok: Damage/Recharge/Accuracy
  • 45: Ragnarok: Chance for Knockdown
  • 45: Ragnarok: Recharge/Accuracy
  • 46: Ragnarok: Damage/Endurance

Level 47: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Endurance
  • 48: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 50: Shield Wall: Defense/Endurance

Level 49: Harmonic Mind

  • A: Performance Shifter: Chance for +End
  • 50: Performance Shifter: EndMod


──────────────────────────────

Inherents:

Level 1: Assassination


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Run Speed

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Miracle: +Recovery
  • 34: Panacea: +Hit Points/Endurance
  • 50: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Power Transfer: EndMod
  • 33: Power Transfer: Chance to Heal Self

Level 1: Insight


Level 16: Defensive Adaptation


Level 16: Efficient Adaptation


Level 16: Offensive Adaptation


Level 28: Jaunt

──────────────────────────────
Incarnates:

Agility Core Paragon

 

Spoiler

Hero Stalker
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────

  • Primary powerset: Psionic Melee
  • Secondary powerset: Energy Aura
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Experimentation
  • Pool powerset (#4): Fighting
  • Epic powerset: Psionic Mastery

──────────────────────────────

Powers taken:

Level 1: Psi Blade

  • A: Superior Assassin's Mark: Accuracy/Damage
  • 3: Superior Assassin's Mark: Damage/RechargeTime
  • 3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
  • 5: Superior Assassin's Mark: Damage/Endurance/RechargeTime
  • 7: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
  • 9: Superior Assassin's Mark: RechargeTime/Rchg Build Up

Level 1: Hide

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

Level 2: Kinetic Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 5: Shield Wall: Defense/Endurance
  • 7: Shield Wall: Defense/Recharge
  • 9: Shield Wall: Defense/Endurance/Recharge
  • 11: Shield Wall: Defense
  • 11: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 4: Telekinetic Blow

  • A: Kinetic Combat: Accuracy/Damage
  • 15: Kinetic Combat: Damage/Endurance
  • 17: Kinetic Combat: Damage/Recharge
  • 19: Kinetic Combat: Damage/Endurance/Recharge
  • 33: Force Feedback: Chance for +Recharge

Level 6: Assassin's Psi Blade

  • A: Superior Stalker's Guile: Accuracy/Damage
  • 13: Superior Stalker's Guile: Damage/Recharge
  • 13: Superior Stalker's Guile: Accuracy/Damage/Recharge
  • 15: Superior Stalker's Guile: Damage/Endurance/Recharge
  • 17: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
  • 19: Superior Stalker's Guile: Recharge/Chance to Hide

Level 8: Power Shield

  • A: Reactive Defenses: Defense
  • 21: Reactive Defenses: Defense/Endurance
  • 21: Reactive Defenses: Endurance/RechargeTime
  • 25: Reactive Defenses: Defense/RechargeTime
  • 27: Reactive Defenses: Defense/Endurance/RechargeTime
  • 27: Reactive Defenses: Scaling Resist Damage

Level 10: Hasten

  • A: Invention: Recharge Reduction
  • 29: Invention: Recharge Reduction

Level 12: Entropy Shield

  • A: Invention: Endurance Reduction

Level 14: Concentration

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 16: Kinetic Dampening

  • A: Unbreakable Guard: Resistance
  • 29: Unbreakable Guard: Resistance/Endurance
  • 31: Unbreakable Guard: RechargeTime/Resistance
  • 31: Unbreakable Guard: +Max HP
  • 31: Steadfast Protection: Resistance/+Def 3%
  • 33: Steadfast Protection: Knockback Protection

Level 18: Placate

  • A: Perfect Zinger: Chance for Psi Damage

Level 20: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge

Level 22: Greater Psi Blade

  • A: Hecatomb: Damage/Recharge
  • 34: Hecatomb: Damage/Recharge/Accuracy
  • 34: Hecatomb: Recharge/Accuracy
  • 34: Hecatomb: Damage/Endurance
  • 36: Hecatomb: Chance of Damage(Negative)
  • 36: Unbreakable Constraint: Chance for Smashing Damage

Level 24: Energy Drain

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

Level 26: Mass Levitate

  • A: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Recharge
  • 37: Armageddon: Damage/Recharge/Accuracy
  • 37: Armageddon: Damage/Endurance
  • 37: Armageddon: Chance for Fire Damage
  • 39: Force Feedback: Chance for +Recharge

Level 28: Speed of Sound

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

Level 30: Energize

  • A: Preventive Medicine: Heal
  • 39: Preventive Medicine: Heal/Endurance
  • 40: Preventive Medicine: Endurance/RechargeTime
  • 40: Preventive Medicine: Heal/RechargeTime
  • 40: Preventive Medicine: Heal/RechargeTime/Endurance
  • 42: Preventive Medicine: Chance for +Absorb

Level 32: Assault

  • A: Invention: Endurance Reduction

Level 35: Psionic Lance

  • A: Sting of the Manticore: Accuracy/Damage
  • 42: Sting of the Manticore: Damage/Endurance
  • 42: Sting of the Manticore: Damage/Interrupt/Recharge
  • 43: Sting of the Manticore: Damage/Endurance/Recharge
  • 43: Sting of the Manticore: Chance of Damage(Toxic)

Level 38: Boxing

  • (Empty)

Level 41: Tough

  • A: Gladiator's Armor: End/Resist
  • 43: Gladiator's Armor: TP Protection +3% Def (All)
  • 45: Aegis: Resistance/Endurance
  • 45: Aegis: Psionic/Status Resistance
  • 45: Aegis: Resistance/Endurance/Recharge
  • 46: Impervious Skin: Status Resistance/Regeneration

Level 44: Psychic Scream

  • A: Ragnarok: Damage/Recharge/Accuracy
  • 46: Ragnarok: Damage
  • 46: Ragnarok: Recharge/Accuracy
  • 48: Ragnarok: Damage/Endurance
  • 48: Ragnarok: Chance for Knockdown

Level 47: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Endurance
  • 50: Kismet: Defense/Endurance
  • 50: Kismet: Accuracy +6%

Level 49: Harmonic Mind

  • A: Performance Shifter: Chance for +End
  • 50: Performance Shifter: EndMod


──────────────────────────────

Inherents:

Level 1: Assassination


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Health

  • A: Miracle: +Recovery
  • 23: Panacea: +Hit Points/Endurance
  • 25: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Hurdle

  • (Empty)

Level 1: Stamina

  • A: Synapse's Shock: EndMod
  • 23: Synapse's Shock: EndMod/Increased Run Speed

Level 1: Insight


Level 28: Jaunt


 

 

There is no glorious purpose for this character, he'll just be playing endgame content with friends. No PvP (ew...) and I'm not the type to try and solo an arch-villain. Comfortably completing +4/x8 content to help farm up others would be a bonus!

 

/Bio seems to rely more on activated healing/absorption abilities, while being able to eek out a bit more damage. It also benefits from an absurd level of regeneration and recovery compared to /Energy.

 

/Energy seems to be more "ready-out-of-the-box" with nearly double /Bio defenses from toggles and activated health/endurance generators. It also benefits from superior recharge compared to /Bio.

 

/Bio relies on Agility Alpha Incarnate to perma-hasten. /Energy can instead go for Musculature Alpha Incarnate to close that damage gap.

 

From what I can see, /Energy would be the superior choice with better recharge and less ability maintenance (less to pay attention to while playing). Does anyone disagree, or have a counter-point I've missed?

 

Thanks all for any feedback you can give on the builds or my thoughts.

Edited by NumbSoLdi3r MJ7
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EA is better because Def is better than Res and more so on an AT with lower HP and Stalkers get lower Res caps than Brutes and Tankers. Even if you slot in Def with IOs, there's no real DDR to keep what lesser amount you will have. Saying that, if you aren't pushing the envelop in terms of what you are going against(see soloing) and are playing with friends, Bio will be fine. If I were to go with a Res based armor on a Stalker, I would go Rad as it will offer a different damage type to supplement Psionic damage. And it looks cooler. 😃

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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Posted (edited)

I've been playtesting Psi/Bio up to level 41 so far, and think I agree with you @Without_Pause, and will likely reroll to /Energy Aura.

 

Strangely enough, I feel the current set up has too many offensive abilities, making it easy for me to lose any idea of an attach chain. Yes, /Bio gives me some additional AoE damaging attacks, including a proc-bomb in DNA Siphon, but these attacks generally are not high damaging and seem to pull the ire of the mob on me more often then not. As you point out, with /Bio being less of a Defense set, that mob tends to chew me up.

 

I recalibrated my psi/energy build and changed out Speed of Sound for Vengeance and Psi Mastery with Soul Mastery. Gives me an extra defensive power in Shadow Meld, with only 9 seconds of downtime. Any thoughts anyone?

 

Spoiler

Hero Stalker
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────

  • Primary powerset: Psionic Melee
  • Secondary powerset: Energy Aura
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Concealment
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Psi Blade

  • A: Superior Assassin's Mark: Accuracy/Damage
  • 3: Superior Assassin's Mark: Damage/RechargeTime
  • 3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
  • 5: Superior Assassin's Mark: Damage/Endurance/RechargeTime
  • 7: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
  • 9: Superior Assassin's Mark: RechargeTime/Rchg Build Up

Level 1: Hide

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

Level 2: Kinetic Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 5: Shield Wall: Defense/Endurance
  • 7: Shield Wall: Defense/Recharge
  • 9: Shield Wall: Defense/Endurance/Recharge
  • 11: Shield Wall: Defense
  • 11: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 4: Telekinetic Blow

  • A: Kinetic Combat: Accuracy/Damage
  • 15: Kinetic Combat: Damage/Endurance
  • 17: Kinetic Combat: Damage/Recharge
  • 19: Kinetic Combat: Damage/Endurance/Recharge
  • 33: Force Feedback: Chance for +Recharge

Level 6: Assassin's Psi Blade

  • A: Superior Stalker's Guile: Accuracy/Damage
  • 13: Superior Stalker's Guile: Damage/Recharge
  • 13: Superior Stalker's Guile: Accuracy/Damage/Recharge
  • 15: Superior Stalker's Guile: Damage/Endurance/Recharge
  • 17: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
  • 19: Superior Stalker's Guile: Recharge/Chance to Hide

Level 8: Power Shield

  • A: Reactive Defenses: Defense
  • 21: Reactive Defenses: Defense/Endurance
  • 21: Reactive Defenses: Endurance/RechargeTime
  • 25: Reactive Defenses: Defense/RechargeTime
  • 27: Reactive Defenses: Defense/Endurance/RechargeTime
  • 27: Reactive Defenses: Scaling Resist Damage

Level 10: Hasten

  • A: Invention: Recharge Reduction
  • 29: Invention: Recharge Reduction

Level 12: Entropy Shield

  • A: Invention: Endurance Reduction

Level 14: Concentration

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 16: Kinetic Dampening

  • A: Unbreakable Guard: Resistance
  • 29: Unbreakable Guard: Resistance/Endurance
  • 31: Unbreakable Guard: RechargeTime/Resistance
  • 31: Unbreakable Guard: +Max HP
  • 31: Steadfast Protection: Resistance/+Def 3%
  • 33: Steadfast Protection: Knockback Protection

Level 18: Placate

  • A: Perfect Zinger: Chance for Psi Damage

Level 20: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge

Level 22: Greater Psi Blade

  • A: Hecatomb: Damage/Recharge
  • 34: Hecatomb: Damage/Recharge/Accuracy
  • 34: Hecatomb: Recharge/Accuracy
  • 34: Hecatomb: Damage/Endurance
  • 36: Hecatomb: Chance of Damage(Negative)
  • 36: Unbreakable Constraint: Chance for Smashing Damage

Level 24: Energy Drain

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

Level 26: Mass Levitate

  • A: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Recharge
  • 37: Armageddon: Damage/Recharge/Accuracy
  • 37: Armageddon: Damage/Endurance
  • 37: Armageddon: Chance for Fire Damage
  • 39: Force Feedback: Chance for +Recharge

Level 28: Super Speed

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

Level 30: Energize

  • A: Preventive Medicine: Heal
  • 39: Preventive Medicine: Heal/Endurance
  • 40: Preventive Medicine: Endurance/RechargeTime
  • 40: Preventive Medicine: Heal/RechargeTime
  • 40: Preventive Medicine: Heal/RechargeTime/Endurance
  • 42: Preventive Medicine: Chance for +Absorb

Level 32: Assault

  • A: Invention: Endurance Reduction

Level 35: Moonbeam

  • A: Sting of the Manticore: Accuracy/Damage
  • 42: Sting of the Manticore: Damage/Endurance
  • 42: Sting of the Manticore: Damage/Interrupt/Recharge
  • 43: Sting of the Manticore: Damage/Endurance/Recharge
  • 43: Sting of the Manticore: Chance of Damage(Toxic)

Level 38: Boxing

  • (Empty)

Level 41: Tough

  • A: Gladiator's Armor: End/Resist
  • 43: Gladiator's Armor: TP Protection +3% Def (All)
  • 45: Aegis: Resistance/Endurance
  • 45: Aegis: Psionic/Status Resistance
  • 45: Aegis: Resistance/Endurance/Recharge
  • 46: Impervious Skin: Status Resistance/Regeneration

Level 44: Shadow Meld

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 46: Red Fortune: Defense
  • 46: Red Fortune: Defense/Recharge
  • 48: Red Fortune: Defense/Endurance/Recharge
  • 48: Red Fortune: Endurance/Recharge
  • 50: Red Fortune: Defense/Endurance

Level 47: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Endurance
  • 50: Kismet: Defense/Endurance
  • 50: Kismet: Accuracy +6%

Level 49: Vengeance

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


──────────────────────────────

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: Miracle: +Recovery
  • 23: Panacea: +Hit Points/Endurance
  • 25: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Synapse's Shock: EndMod/Increased Run Speed
  • 23: Synapse's Shock: EndMod

Level 1: Insight


Level 28: Speed Phase


Level 49: Quick Form


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Edited by NumbSoLdi3r MJ7
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Oddly enough I don't have a build for my EA Stalker for some reason.

- I would single slot Super Speed and 2-slot Sprint with Celerity. The extra Def isn't giving you much, so the extra bit of Res will be better.

- I don't see the need for KB Protection.

- Overall my Scrapper has Def in the low 50s, and I'm not sure how much you need Shadow Meld. You could even go Barrier to fill in as needed. My Res numbers are roughly or near 20% better. I'll have to grab my Stalker and see where they are at. Although I am sure it is some variation of Croax's as I find theirs a good starting point where I tweak from there to my liking.

 

 Something else to look at as well. Obviously different primaries, but you can still get ideas. Note, these are specifically designed to take on missions built to be as difficult as possible so that's why Shadow Meld is used. I need to look at making a secondary build for my StJ/ea with the one posted. I'm comfortable with EA having taken it to 50 four times across all ATs, but even I accept mine are more geared towards normal solo play (+2-+3/x8).

 

 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

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