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StJ/Ninjitsu Stalker build - feedback please.


Sodd

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Been enjoying my time playing again after a 12 year break.  I wanted to make a stalker since I've never played one and am looking for feedback on this Street Justice / Ninjitsu build.  Made with Pines:

 

Stealth is taken to get another Luck of the Gambler: Recharge Speed

Defense:

Melee: 50.6% (55% W/Stealth)

Ranged: 47.6% (52% W/Stealth)

AoE: 98.3% (102.7% W/Stealth) This seems really high.  It is what Pine's is reporting.

 

Resistance:

S/L: 30.4%

F/C: 20%

E/NE: 14%

Toxic: 25.4%

Psionic: 30.5%

 

Health & Endurance:

Regen: 282%

EndRec: 201% (3.64/s)

EndUse: 1.28/s (1.61/s W/Stealth)

Max End: 108.4%

 

Buffs:

Haste: 88.75% (158.75% W/Hasten active)

ToHit: 6%

Accuracy: 77%

 

Hero Plan by Pine's Hero Designer 2.22
 

Level 50 Natural Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Body Mastery

Hero Profile:
------------
Level 1:    Initial Strike    
 (A) Crushing Impact - Accuracy/Damage
 (3) Crushing Impact - Damage/Endurance
 (9) Crushing Impact - Accuracy/Damage/Recharge
 (17) Crushing Impact - Accuracy/Damage/Endurance
 (34) Crushing Impact - Damage/Endurance/Recharge


Level 1:    Hide    
 (A) Luck of the Gambler - Defense/Endurance
 (5) Luck of the Gambler - Defense/Endurance/Recharge
 (11) Luck of the Gambler - Defense
 (29) Luck of the Gambler - Recharge Speed


Level 2:    Sweeping Cross    
 (A) Armageddon - Damage
 (3) Armageddon - Accuracy/Damage/Recharge
 (15) Armageddon - Accuracy/Recharge
 (29) Armageddon - Damage/Endurance
 (37) Armageddon - Chance for Fire Damage


Level 4:    Ninja Reflexes    
 (A) Shield Wall - Defense/Endurance
 (5) Shield Wall - Defense/Endurance/Recharge
 (13) Shield Wall - Defense
 (31) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 6:    Assassin's Strike    
 (A) Superior Stalker's Guile - Damage/Recharge
 (7) Superior Stalker's Guile - Accuracy/Damage/Recharge
 (7) Superior Stalker's Guile - Damage/Endurance/Recharge
 (17) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
 (39) Superior Stalker's Guile - Recharge/Chance to Hide


Level 8:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff
 (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 10:    Danger Sense    
 (A) Luck of the Gambler - Defense/Endurance
 (11) Luck of the Gambler - Defense/Endurance/Recharge
 (13) Luck of the Gambler - Defense
 (34) Luck of the Gambler - Recharge Speed


Level 12:    Super Speed    
 (A) Run Speed IO


Level 14:    Combat Jumping    
 (A) Luck of the Gambler - Defense
 (37) Luck of the Gambler - Recharge Speed
 (39) Kismet - Accuracy +6%
 (43) Reactive Defenses - Scaling Resist Damage
 (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (50) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 16:    Kuji-In Rin    
 (A) Recharge Reduction IO


Level 18:    Spinning Strike    
 (A) Javelin Volley - Chance of Damage(Lethal)
 (19) Javelin Volley - Accuracy/Damage
 (19) Javelin Volley - Damage/Recharge
 (31) Javelin Volley - Damage/Endurance/Recharge
 (40) Javelin Volley - Accuracy/Endurance/Recharge
 (40) Javelin Volley - Accuracy/Damage/End/Rech


Level 20:    Kuji-In Sha    
 (A) Unbreakable Guard - Resistance/Endurance


Level 22:    Boxing    
 (A) HamiO:Nucleolus Exposure


Level 24:    Tough    
 (A) Gladiator's Armor - Resistance
 (25) Gladiator's Armor - End/Resist
 (25) Gladiator's Armor - TP Protection +3% Def (All)
 (43) Steadfast Protection - Resistance/+Def 3%


Level 26:    Shin Breaker    
 (A) Touch of Death - Accuracy/Damage
 (27) Touch of Death - Damage/Endurance
 (27) Touch of Death - Damage/Recharge
 (31) Touch of Death - Accuracy/Damage/Endurance
 (42) Touch of Death - Damage/Endurance/Recharge
 (45) Touch of Death - Chance of Damage(Negative)


Level 28:    Weave    
 (A) Luck of the Gambler - Defense/Endurance
 (40) Luck of the Gambler - Defense
 (48) Luck of the Gambler - Recharge Speed


Level 30:    Caltrops    
 (A) Overwhelming Force - Accuracy/Damage
 (45) Overwhelming Force - Endurance/Recharge
 (46) Overwhelming Force - Accuracy/Damage/Endurance
 (46) Overwhelming Force - Damage/Endurance/Recharge
 (46) Overwhelming Force - Accuracy/Damage/Endurance/Recharge


Level 32:    Crushing Uppercut    
 (A) Hecatomb - Damage
 (33) Hecatomb - Accuracy/Damage/Recharge
 (33) Hecatomb - Accuracy/Recharge
 (33) Hecatomb - Damage/Endurance
 (34) Hecatomb - Chance of Damage(Negative)


Level 35:    Blinding Powder    
 (A) Coercive Persuasion  - Confused/Recharge
 (36) Coercive Persuasion  - Accuracy/Confused/Recharge
 (36) Coercive Persuasion  - Accuracy/Recharge
 (36) Coercive Persuasion  - Confused/Endurance
 (37) Coercive Persuasion  - Contagious Confusion


Level 38:    Superior Conditioning    
 (A) Performance Shifter - EndMod
 (42) Performance Shifter - EndMod/Recharge
 (42) Performance Shifter - Chance for +End


Level 41:    Physical Perfection    
 (A) Miracle - +Recovery


Level 44:    Hasten    
 (A) Recharge Reduction IO


Level 47:    Cross Punch    
 (A) Stupefy - Accuracy/Recharge
 (48) Stupefy - Endurance/Stun
 (48) Stupefy - Accuracy/Endurance
 (50) Stupefy - Stun/Range
 (50) Stupefy - Accuracy/Stun/Recharge


Level 49:    Stealth    
 (A) Luck of the Gambler - Recharge Speed


Level 1:    Assassination    
Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Sprint    
 (A) Celerity - +Stealth


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Health    
 (A) Numina's Convalesence - Heal/Endurance
 (21) Numina's Convalesence - Heal
 (23) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Stamina    
 (A) Performance Shifter - EndMod
 (21) Performance Shifter - EndMod/Recharge
 (23) Performance Shifter - Chance for +End


Level 1:    Combo Level 1    
Level 1:    Combo Level 2    
Level 1:    Combo Level 3    
------------

 

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Edited by Sodd
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Quote

Melee: 50.6% (55% W/Stealth)

Ranged: 47.6% (52% W/Stealth)

AoE: 98.3% (102.7% W/Stealth) This seems really high.  It is what Pine's is reporting

These are realistic defense Numbers for Stalker. Hide increases AoE Defense greatly.

 

I may suggest to you, take a look at combat jumping and tough. You can get steadfastprotection +4KB protection and ditch the zephyr set. That way you would gain one more slot.

Edited by Croax
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4 hours ago, Croax said:

I may suggest to you, take a look at combat jumping and tough. You can get steadfastprotection +4KB protection and ditch the zephyr set. That way you would gain one more slot.

Thanks for the feedback! 

 

I originally had the Steadfast Protection +4KB protection in Tough to pair with the +3% DEF and gain a bit (.03%) of recovery from the set bonus.  I dropped this in favor of moving it to Combat Jumping to bump ranged DEF from  46.4% to 47.6% as a result of the (2) set bonus of Zephyr.  I did this as a cushion for mobs that do -DEF Debuffs.  KB protection with this build is at 7.  Is going to 11 KB protection better than having a bigger DEF cushion?

 

I had toyed with the idea of moving one slot to Tough and put in the Steadfast +4 KB and then the other slot from CJ to haste for additional recharge reduction.  Or I could move one to Stamina and get a set bonus of .04% recovery which would result in a total of .07% recovery.

 

I will admit that these last two slots were difficult to find homes.

 

Do you have any recommendations on where to move the one or two slots of Zephyr in CJ to?

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