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Kruunch

Kruunch's Elec/Shield Build

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Per a few requests, here is the build for my Elec/Shield Stalker that I'm working towards (currently L46). This is a pre-incarnate build (I like to play my 50s out a little before I decide an Incarnate path for them). My current build is running everything fully slotted as seen except for the Body Mastery powers. I ended up taking Maneuvers (thanks to @Auroxis ) and double slotting Active Defenses for the additional DDR (thanks to @Heracleafor pointing this out to me).

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Jump Start: Level 50 Technology Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7)
Level 1: Hide -- LucoftheG-Rchg+(A)
Level 2: Jacobs Ladder -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(11)
Level 4: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(17)
Level 8: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(17), RedFrt-EndRdx/Rchg(19), RedFrt-Def/EndRdx/Rchg(19), RedFrt-Def(46), RedFrt-EndRdx(46)
Level 10: Boxing -- Empty(A)
Level 12: True Grit -- GldArm-3defTpProc(A)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Active Defense -- RechRdx-I(A), RechRdx-I(21)
Level 18: Chain Induction -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(21), SprAssMar-Acc/Dmg/EndRdx/Rchg(23), SprAssMar-Acc/Dmg/Rchg(23), SprAssMar-Dmg/EndRdx/Rchg(25), SprAssMar-Rchg/Rchg Build Up(25)
Level 20: Against All Odds -- EndRdx-I(A)
Level 22: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 26: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
Level 28: Combat Jumping -- LucoftheG-Rchg+(A)
Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(39)
Level 32: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(40)
Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43)
Level 38: Super Jump -- Jump-I(A)
Level 41: Spring Attack -- Erd-Dmg(A), Erd-Acc/Rchg(43), Erd-Dmg/Rchg(45), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-%Dam(46)
Level 44: Superior Conditioning -- PrfShf-End%(A)
Level 47: Physical Perfection -- RgnTss-Regen+(A)
Level 49: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def/EndRdx(50)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Clr-Stlth(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(36), Pnc-Heal/+End(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Rchg(36), PrfShf-EndMod/Acc(36)
------------

 

image.png.42c81e9a95d533128de8b9d6febcbd87.pngimage.png.814753b38ce74d2fa61dde8d219401b4.png

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Hi Kruunch,

 

nice to see someone approach the elec/shield Stalker. The Stalker could be the best iteration of this powerset combo.

I would say, you could look for some info on /SD in @Zerethon's thread about the Thing that should not be.

 

For me, i have taken some of the best forum represantatives about builds like in the scrapper pylon thread and here of course and put something up myself.

I did not use incarnates. but i used some purple sets. one easy adaption could be the force feedback proc in the telenukes. that way you can get some insane recharge rates. This and the fact, that hasten can be slotet with a +5 IO it should do fine recharge wise. So you can go about ~ 20 seconds : Build up, Shield Charge, Lightning Rod, Thunder Strike, Assasin's shock, Moonbeam.

 

Moonbeam is really cool for those high hp targets that survive your 3  area attacks. Build up has a crazy uptime thanks to Assasins mark proc. A single Gaus proc is enough, so you have a lot more slots. That way you should have a lot of uptime on instant snipe moonbeams that can even cript after a assasin strike proc. so it's a great combo!

 

I have no idea how the build plays endurance wise. i hope the blue bar does not empty too fast...

 

Since this is a purely theoretical approach from me, i have no actual experience with it. but hey that's why we have a justin right?

 

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Havoc Punch -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/EndRdx/Rchg(3), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Acc/Dmg(5), SprAssMar-Dmg/EndRdx/Rchg(11)
Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(13), LucoftheG-Rchg+(13)
Level 2: Deflection -- RedFrt-Def(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(40), RedFrt-Def/EndRdx(40)
Level 4: Battle Agility -- RedFrt-EndRdx(A), RedFrt-Def(39), RedFrt-Def/Rchg(39), RedFrt-Def/EndRdx(39), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(43)
Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(7), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Dmg/EndRdx/Rchg(11)
Level 8: Build Up -- GssSynFr--Build%(A)
Level 10: True Grit -- UnbGrd-EndRdx/Rchg(A), GldArm-3defTpProc(17), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Rchg/ResDam(46)
Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(25)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Active Defense -- RechRdx-I(A)
Level 18: Chain Induction -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(19), Hct-Dmg/Rchg(19), Hct-Dmg(21), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(23)
Level 20: Super Speed -- Run-I(A)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Stealth -- LucoftheG-Rchg+(A), Rct-ResDam%(31), LucoftheG-Def/EndRdx(50)
Level 26: Thunder Strike -- Arm-Dam%(A), Arm-Dmg/Rchg(27), Arm-Dmg(27), Arm-Dmg/EndRdx(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31)
Level 28: Grant Cover -- LucoftheG-Rchg+(A)
Level 30: Boxing -- Empty(A)
Level 32: Lightning Rod -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Acc/Dmg(36), OvrFrc-End/Rech(36), OvrFrc-Acc/Dmg/End(37), OvrFrc-Dmg/End/Rech(37)
Level 38: One with the Shield -- StdPrt-ResDam/Def+(A)
Level 41: Tough -- Ags-Psi/Status(A), Ags-ResDam(42), Ags-ResDam/EndRdx(42), Ags-ResDam/Rchg(42), Ags-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- RedFrt-EndRdx(A), RedFrt-Def/EndRdx(45), RedFrt-Def(45), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46)
Level 47: Moonbeam -- StnoftheM-Dmg/ActRdx/Rchg(A), StnoftheM-Dmg/EndRdx/Rchg(48), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/Dmg(48), StnoftheM-Dam%(50), Dcm-Build%(50)
Level 49: Shadow Meld -- LucoftheG-Rchg+(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
------------

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Posted (edited)
33 minutes ago, Croax said:

I have no idea how the build plays endurance wise. i hope the blue bar does not empty too fast...

 

Since this is a purely theoretical approach from me, i have no actual experience with it. but hey that's why we have a justin right?

No, this is the actual build I'm playing currently.

 

Theory crafting is fun, but not at the expense of actually playing the game (for me at least).

Edited by Kruunch

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I think Croax was saying the build he posted was a theoretical build, not that your build was theoretical.

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Yes Lockpick is right. English is not my native language. Maybe i did mix things up. Sorry for that!

 

Your build is fine and an actual build. I don't even have a Elec/Shield yet. 

 

I wanted to make just a few suggestions and ended up with that build:

1.  One slot in Buildup with Gauss proc CAN be enough, except you want the set bonuses ofc.

2. Does the Force Feedback proc work on the telenukes and is it good?

3. Epic Pools. You choose Body Mastery to help with endurance, i was thinking, if endurance is not a problem, the insta snipe could help single target damage.

4. If you are recharge heavy, you can drop jacobs ladder.

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Posted (edited)
10 hours ago, Croax said:

Yes Lockpick is right. English is not my native language. Maybe i did mix things up. Sorry for that!

 

Your build is fine and an actual build. I don't even have a Elec/Shield yet. 

 

I wanted to make just a few suggestions and ended up with that build:

1.  One slot in Buildup with Gauss proc CAN be enough, except you want the set bonuses ofc.

2. Does the Force Feedback proc work on the telenukes and is it good?

3. Epic Pools. You choose Body Mastery to help with endurance, i was thinking, if endurance is not a problem, the insta snipe could help single target damage.

4. If you are recharge heavy, you can drop jacobs ladder.

1) Yes, a fully slotted Gaussian's gives 2.5% defense to all positional. You can go other routes to get there, this is the one I chose.

2) I need to look into Force Feedback's +Recharge proc. I'm not really light on +recharge, but I'd like to try out the benefits. 

3) So Endurance can become an issue in prolonged fights and I find having the extra Performance Shifter mule to cure that. Also Moonbeam is a sniper attack which means a prolonged sniper animation that can be interrupted. While I should have enough +accuracy to make it insta-cast, I haven't played around with that new mechanic yet (another thing to try out).

4) So if you're dropping powers, you want to gain a power that is better (usually). While Jacob's Ladder is a bit clunky (as most of the T3 cones are) I find that it makes up for it when you draw extra packs of mobs, in that the AOE isn't too hard to manage in a crowd (I average 3 hits per usage). When not in that position, I generally just cycle between Chain Induction, Havoc Punch, Thunderstrike and Assasin Shock for my non-telenuke chain. You also dropped Spring Attack, which means you have one less AOE in your rotation. If you're doing +8/+4 this will be telling.

 

Other notes:

1) Shadow Meld I have yet to play with and a 3 second activation time is the reason why. Since I'm using some of the best Alpha breakers in the game (telenukes), I'm having a hard time finding a usage for this power.

2) On Defense sets, cascading failure due to defense debuffs are the clear and present danger. Single slotting Active Defenses is giving you 21.8% DDR. My build is currently running with 56% DDR. I originally single slotted Active Defense but running full packs in Cimerora, I saw the difference (good place to test DDR) (thanks @Heraclea for that bit of wisdom). 

3) Your build just barely reaches the soft cap. In my experience with Defense based sets you really need over 50% to be safe generally speaking and I find that shooting for 56-59% defense to be end game capable. I tend to build from a tanking perspective in terms of survivability but if you run with a regular group where your support/tanking are taken care of, this might be fine. I like to be ready for the most amount of scenarios I can be with any toon I play (that's what I build towards) and I run with a bunch of friends who refuse to make survivable toons, so I end up being the one who usually does the tanking/pseudo tanking in our groups (again if this isn't you, build to suit).

Edited by Kruunch

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Sniper attacks get a yellow circle during build up, so it is instant and can not be interupt. it can be used during combat without problems.

 

I see the same numbers for Defense debuff in both builds. the difference without Forcefeedback proc is 60 seconds cooldown from your build to 65 seconds to mine. during a 2 minute timeframe there should be enough forcefeedback procs to bridge that gap.

 

But than again, you have a lot more experience in the endgame content than me. Feel free to build tankier.

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41 minutes ago, Croax said:

Sniper attacks get a yellow circle during build up, so it is instant and can not be interupt. it can be used during combat without problems.

 

I see the same numbers for Defense debuff in both builds. the difference without Forcefeedback proc is 60 seconds cooldown from your build to 65 seconds to mine. during a 2 minute timeframe there should be enough forcefeedback procs to bridge that gap.

 

But than again, you have a lot more experience in the endgame content than me. Feel free to build tankier.

Sniper Attacks: Cool, I'll need to check that out. I assume since it's a single target attack it's a guaranteed crit from hidden?

 

Defense Debuff Resistance is showing the same because Pine's isn't factoring double stacking the buff, which is what would happen with two recharges in it while having 150%+ recharge natively (actually this will cause it to triple stack for a short duration).

 

Not sure what you're referencing with the Force Feedback proc as far as cool downs go? How much recharge does the FF proc give and how long is the buff?

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21 minutes ago, ed_anger said:

Croax, since youre currently playing this build, hows the triple teleattack working? Do you feel you're missing another single attack? I'm also currently leveling a similar build and wondering if I need one more single attack in there.

I think you meant this for me?

 

I find against +8s that the three telenukes will leave only the bosses standing at about half life on average. With +8/+4s you'll also have the LTs up at around 25% life or so (excluding stragglers out of the area and/or just flat being missed by one or more telenuke). Following up the telenuke chain with Thunderstrike (while still hidden) will usually clear out the rest of the LTs (in the latter scenario) and gets the bosses to around 30% life. Then you go through your normal chain cleaning them up.

 

Between Assassin Shock and critting from hidden, I haven't found the need for an additional single target attack but I would like to play around with Moonbeam to see if it works better. My concern there would be that it interrupts building up Assassination buffs. Will let you know if/when I work it out.

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I did mean it for you, I deleted it and was going to rewrite. Thanks for the details.

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Posted (edited)

Kruunch, do you have any issues with the lack(mostly) or resistances because the defense is so high? any issues with cascading defense debuffs? thanks for your input. I have an elec/shield stalker that im just starting to level so I am deeply interesested in your build and resposes. Thanks

mauler

ed. sorry my typing is bad...

Edited by the mauler

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1 hour ago, the mauler said:

Kruunch, do you have any issues with the lack(mostly) or resistances because the defense is so high? any issues with cascading defense debuffs? thanks for your input. I have an elec/shield stalker that im just starting to level so I am deeply interesested in your build and resposes. Thanks

mauler

ed. sorry my typing is bad...

TLDR: Not so far.

 

If I was building an SD/* Tanker, then I'd concentrate on my resists a bit more, the idea there being I'm receiving a lot more of the attention (read as attempts to hit me) which would translate into damage that can be resisted.

 

On my Stalker however, I receive less attempts to hit, so less actually hits, so less damage for me to resist against. So far it's worked out that way well, including even taking a 1200 HP shot from an AV and being able to move on.

 

Also keep in mind that since we're playing the statistics game here, the fact that all three of the telenukes (Lightning Rod, Shield Charge and Spring Attack) are AOEs with large percentage knockdowns and Thunderstrike also falls into this category, a large percentage of potential attacks against you never happen because the mobs are on their butts.

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Posted (edited)

Hi Kruunch,

 

I don't know if I should have started yet another electric/shield thread. I posted an edit in the other one but thought I would also post here for advice. If I should start an entirely new thread then I will, just didn't want to clutter the forums with electric/shield.

 

 

 

So obviously I'm a newb as I thought I could switch builds willy nilly and transfer enhancement from one to the other.

 

Not so, so for me to try another build I would need far more cash than I currently have.

 

With that being said, I am slotted exactly as Auroxis' build here:

 

http://www.cohplanner.com/mids/download.php?uc=1579&c=741&a=1482&f=HEX&dc=78DA6594594F135114C7EF74066B4B4B81B243A10BD096D296AA0FC625240A982044B0B8C4ADD6F64A1B27B469FB405D1E7CF0C5A8515EFC026EBCF8E217714D4CF42B08A84FC6A51EE67FA0937492E677EFFF9EF33FE7DE3BD3F9D529C7EB13772785E23CAEA7CBE554B292D66FC8927D4966722B05BDB05C55053D56FA0DF25A6A5EEA52C6A67599A994F299B40E6177794A5E972B65194BE6F252CFEE4C857DA150D063C9A29459A7319CC92FE72AF9956587319B93E9224D5C3B93AC2C9573F962EF74319F891D2B64ABA9F974B9224BD59D167BA8A538FDEEDB043FB526B1AA0991D044EB1DE66DB0A7CABC09FA6E81178394A618B942742A86F6C0C612F929472CA4D984E5B0C558B31C02B583CCA36070523598223F157E1695FDEC6ED0D10A3E24FF26C434357D42DE9E8FCC0FE0DEF7CC77A0FD2D7889FCADC855ADECEF3889B59619707456357A7E44756CBC0FDB33F4D9F51C0CBF00C75E123D9A88BEC23CBA0E5EA13ACDDC63F359D469390306979849307C1A4C2C82017A579CA8AB38BF709DAFE065F275614DB87CC2D01E53936DDC675B0471ED6338F7F630E61D2166101C485178501357C9CFADD80D3F37FBF9ADB8CAEDFA9D1161F88C32155AEBE6FADD357AC413AADECBD57B6B70EF1338C9BEDF5CED0FEFE21F98B807AAE4D6CFB7DDBF8F4F3F81D34F74D382C726348AF1F0497AF8C6065D4C07D30946ED60BC055CA3DE86B8B721EEC9CB3D7AB917EF5FD0C73DFAB8E76B74327ECEF5B316E0DC00E7063877987387B946867247F8AB18F9A51A6F4817ED23C45A88F7D1465A84F716D9C2BEC77FC2637C93E73FC0F877E8F10D50A32B8FB15FEC29DF3AF94DB036E1C38DF56BBB5F776DA03EDE9ED2ED8D3528130D4AA241D9DFA01C6850E6CC4A146FD682B6FBCF201423CAD62A84CADD7DA3D750E1EE15CED8AC6B8A32AB18EF6C974F35B8618E0F217EABAE59142F4E60984F27BC06BE71131053BB60DF76C6F89C69BC681A9F378D3F9B724F75D4C7EBFEFA78DCA4CF99E2FF039618028D

 

 

except I do not have the ATO's nor the 3 other purples(no money remember).

 

I have about 60 million so I can slot the remaining 5 powers with cheaper sets, Auroxis, Kruunch(or anyone), any suggestions on which sets to take to compliment your build until such a time as I get enough merits and or cash for the 500 mil or so needed for the 5 sets.

 

Also, I think it's copacetic to post this here as it's still about the OP topic technically....if not I apologize and will repost in a new thread.

Edited by HachiMan2007

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8 minutes ago, HachiMan2007 said:

With hide turned off its at 40.88

So I'd suggest Mako's sets in your single target attacks that had the ATOs.

 

Fairly cheap set.

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On 7/29/2019 at 1:10 PM, Croax said:

Sniper attacks get a yellow circle during build up, so it is instant and can not be interupt. it can be used during combat without problems.

 

I see the same numbers for Defense debuff in both builds. the difference without Forcefeedback proc is 60 seconds cooldown from your build to 65 seconds to mine. during a 2 minute timeframe there should be enough forcefeedback procs to bridge that gap.

 

But than again, you have a lot more experience in the endgame content than me. Feel free to build tankier.

So I tested Moonbeam out on my Elec/SD Scrapper and it worked into the rotation really well. Not sure it's needed for the Stalker version but I liked it well enough to try it out.

 

The FF proc however is barely noticeable overall.

 

Shadowmeld is ok ... but I used it twice just to try it and haven't needed it otherwise.

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Here's mine. Just got it accoladed and not level shifted yet but I like it more than the scrap I rerolled it from already. Kinda jealous of the third telenuke in builds above. My single target chain is basically all charged, chain, ass shock with the occasional jacob for good measure and because it also toggles hasten to auto. 

 

Villain Plan by Mids' Villain Designer 2.22
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Charged Brawl -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Dmg/EndRdx/Rchg(3), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(7), SprAssMar-Acc/Dmg(7)
Level 1: Hide -- LucoftheG-Rchg+(A)
Level 2: Deflection -- LucoftheG-Rchg+(A), ImpSki-ResDam/EndRdx(3), ImpSki-ResDam/Rchg(9), ImpSki-ResDam/EndRdx/Rchg(9), LucoftheG-Def/EndRdx(11), LucoftheG-Def(11)
Level 4: Battle Agility -- Rct-EndRdx/Rchg(A), Rct-Def(13), Rct-Def/EndRdx(13), Rct-Def/Rchg(15)
Level 6: Assassin's Shock -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(15), SprStlGl-Acc/Dmg/Rchg(17), SprStlGl-Dmg/EndRdx/Rchg(17), SprStlGl-Acc/Dmg/EndRdx/Rchg(19), SprStlGl-Rchg/Hide%(19)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(21)
Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-Max HP%(21), Prv-Heal/Rchg(23), UnbGrd-Rchg/ResDam(23), Prv-Heal(25), Prv-Heal/EndRdx(25)
Level 12: Jacobs Ladder -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Rchg/KDProc(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29)
Level 14: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33)
Level 16: Active Defense -- RechRdx-I(A)
Level 18: Chain Induction -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(37), Hct-Dam%(39), GldStr-%Dam(39)
Level 20: Against All Odds -- EndRdx-I(A)
Level 22: Combat Jumping -- LucoftheG-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- StdPrt-ResDam/Def+(A), ImpSki-Status(31), ImpSki-ResDam/EndRdx(42), ImpSki-ResDam/Rchg(43)
Level 30: Weave -- LucoftheG-Rchg+(A), Rct-Def(40), Rct-Def/EndRdx(40), Rct-ResDam%(42)
Level 32: Lightning Rod -- Erd-Dmg(A), Erd-Acc/Rchg(45), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-Dmg/Rchg(46), Mlt-Dmg/EndRdx/Rchg(46)
Level 35: Shield Charge -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), Arm-Dam%(48), Arm-Dmg/Rchg(50)
Level 38: Physical Perfection -- Prv-Heal(A), Prv-Absorb%(39)
Level 41: Shuriken -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(50)
Level 44: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(50)
Level 47: Grant Cover -- ShlWal-ResDam/Re TP(A)
Level 49: One with the Shield -- GldArm-3defTpProc(A)
Level 1: Assassination 
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(34), Mrc-Rcvry+(36), RgnTss-Regen+(36), Prv-Heal/EndRdx(36), Prv-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(34)
Level 0: Marshal 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 50: Agility Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Assault Radial Embodiment 
------------

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Posted (edited)
4 hours ago, Kruunch said:

So I tested Moonbeam out on my Elec/SD Scrapper and it worked into the rotation really well. Not sure it's needed for the Stalker version but I liked it well enough to try it out.

 

The FF proc however is barely noticeable overall.

 

Shadowmeld is ok ... but I used it twice just to try it and haven't needed it otherwise.

Thank you for testing out the build.

 

I did take this build also to justin and agree with you.

 

The FF proc will be dropt.

 

I liked moonbeam very much. After unleashing the area damage it happens that surviving mobs start to run around and a heavy hitting ranged attack closes a gap that i have not been aware before. The build up from decimation did not proc that often, but it happened from time to time, so the slots stay like that i think.

 

Shadowmeld is enough as a mule for Luck of the gambler.

 

Next to do for me is to try out spring attack. Is it that good?

 

Edit: There was a fireball in epic pools or not? I think spring attack AND firball could be another option for us.

Edited by Croax
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No Placate in any of these builds that I see(maybe im blind😉) Is it not useful for getting back into stealth in actual play?

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6 hours ago, Croax said:

Thank you for testing out the build.

 

I did take this build also to justin and agree with you.

 

The FF proc will be dropt.

 

I liked moonbeam very much. After unleashing the area damage it happens that surviving mobs start to run around and a heavy hitting ranged attack closes a gap that i have not been aware before. The build up from decimation did not proc that often, but it happened from time to time, so the slots stay like that i think.

 

Shadowmeld is enough as a mule for Luck of the gambler.

 

Next to do for me is to try out spring attack. Is it that good?

 

Edit: There was a fireball in epic pools or not? I think spring attack AND firball could be another option for us.

I like Spring Attack but it's nowhere near the power of LR/SC. However it is more powerful than fireball (by about x2) and also has a high chance for AOE knockdown. I haven't tried both together, but I don't feel the need to add another AOE attack (LR/SC/SA/TS seems to work really well).

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1 hour ago, the mauler said:

No Placate in any of these builds that I see(maybe im blind😉) Is it not useful for getting back into stealth in actual play?

Generally speaking once you get the Stalker ATO that puts you back into hide, Placate becomes superfluous. Once you get your normal heavy hitting attacks, Assassin Shock is generally just done as an instant.

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Curious about the "theoretical" build by Croax. You have taken Stealth too does that stack with Hide and is Mids showing the correct numbers defence-wise for when you're in combat? 

 

And what are people's thoughts on Spring Attack? Decent damage/activation time? 

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Stealth does stack but is not important for most of PVE.

 

If you want to go for PVP than you would need stealth and one stealth IO in a travelpower.

 

To get the real numbers for defense, you go to the 

Options ->Configuration -> "Effects&Maths" -> check "Attacked"

 

The numbers now should show you in combat with the proper values for defense. i tried to exactly min max to 45% Defense. 

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On 8/2/2019 at 8:07 AM, Kruunch said:

I like Spring Attack but it's nowhere near the power of LR/SC. However it is more powerful than fireball (by about x2) and also has a high chance for AOE knockdown. I haven't tried both together, but I don't feel the need to add another AOE attack (LR/SC/SA/TS seems to work really well).


Actually, looking in Stalker build, Spring Attack.  The main problem is the recockulous recharge time.
Even fully enhanced for Recharge, Fireball is up 3-4x more often than Spring Attack.

 

On 8/2/2019 at 8:08 AM, Kruunch said:

Generally speaking once you get the Stalker ATO that puts you back into hide, Placate becomes superfluous. Once you get your normal heavy hitting attacks, Assassin Shock is generally just done as an instant.

 

The problem is, the ATO is "chance to".  Not a guarantee.


If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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