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Posts
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Joined
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Quote:Exactly what had got me to start this thread for Stalkers, the Scrapper thread devolves into nonsense and other archtypes nitpicking things that have nothing to do with Stalkers testing out their sneak-stab-stab style. I'd much rather get information that's usable instead of reading through three pages of blasters/trollers/mm's/etc whining about lore pets and what inspirations are okay with other AT's and all that esoteric non-stalker thread fluff.I like the idea! I actually wish the Scrapper thread kept to just Scrapper times! I'd have kept up with it better
Don't get me wrong, Scrappers have done a lot of very helpful work in that thread, but... I'm not interested in Scrappers or others because, well, they're not Stalkers. Before I22 it was perfectly alright to browse through the Scrapper, Brute, Tanker, even SoA forums for little tidbits of information that could help certain abilities that were mirrored in Stalker sets. Now the style of play and the uniqueness of the Stalker versions warranted a Stalker thread for Stalker info.
Or I could be wrong, late night coffee binges do that sometimes. But if no one bothers to reply then I suppose I will have to go through page after page after page of everyone trolling the Scrapper thread, to find the Stalker goodies. Or, you know, Stalkers could come out of hiding. *poke poke* -
Update on FB stated Staff Melee hits the market on 4/17.
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There's a difference between Scrappers and Stalkers, just like there's a difference in each AT's respective community. This thread was started to bolster the Stalker community to talk about Stalkery things. Not reference Scrapper threads about Scrappery things.
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I had found myself curious after reading the scrapper thread on soloing the Pylons, so starting this thread to consolidate information from the Stalker community.
If you have tested, downed, or flat out got owned on the Pylon challenge post-I22 using a Stalker, please help out the rest of the Stalker community and let us know what powersets were used, time to down, or other relevant information on the subject.
We all share Assassin's Strike, but I'm curious on how it affects, compliments, or undermines the primaries and secondaries in today's CoH/CoV. -
Thanks for the tips, advice, feedback, and info. Much much appreciated.
As for my playstyle/plans for this build, it won't be exemping down at all, this one is for straight 50+ carnage... Planning to (eventually) use my second build for an exemping build, so I'm not stressing that. Yet.
As I was leveling (this is my first StJ), I tried out every power in the set. Personally, I much prefer the animation and feel to Heavy Blow over Initial Strike, but as I leveled up (using hasten to kinda guage where I'd be at 50 with the powers on a faster recharge), it's the activation time of HB that turned me off of it because IS is like lightning, doesn't take up a lot of time in my attack chain so I can pound those orange circles more instead of waiting on animations, as well I'm already planning on a Hec proc in IS so that's a lil more gravy on top. Sweeping Cross is another power I actually really like, but only for the feel/flavor of the attack. The damage is about the same as Spinning, and since I'm normally starting it off and wading into the middle ofmob after mob, the PBAOE on Spinning made SC obsolete as well.
For my secondary/exemp build, yeah, both HB and SC are awesome at their levels. I had learned a long time ago with my Claws stalker that if you get to a point where your recharge means you go entire mob fights without using the lower attacks, it's safe to drop 'em.
I'm much looking forward to the expensive goodies and the build freedom with defense/acc numbers, not just the awesome icing on the ownage cupcakes. At the moment I'm selling, saving, and working tips for villian merits and a few more shards for my first alpha slot/musculature.
Planning on Coercive Persuasion 6 in Blinding Powder, Hecatomb proc in IS, Heca 5 in Shin Breaker (I always want to call it Curbstomp... it's why I started to fall in love with the set in the first place, then I hit 32 lmao). Spinning Strike and Spring Attack will eventually be getting a set of Ragnarok 5 and Armaggedon 5/6, maybe by that point I can switch to weapon mastery for some flyer hate and a 5/6 set of Apocalypse to make the Purple 5.
The PvP IO's are stupid expensive to my mind right now, so I'm just browsing/keeping up with thier prices as I'm saving and selling drops and working on incarnate. And at some point I get to go around and get all those nice accolades too.
Oh, much to do and it's all fun. I love this game.
*Curbstomps a Rikti for good measure* -
Much thanks for the input, Grim, gave me some nuggets to think over. One thing I'm not sure about is how much +acc in bonuses is too much, along with a Kismet? I'm just wanting to make sure I'm hitting the sweet spot for +4's but it's been a while since I've went over the to-hit/accuracy/levels math.
After some thinking/tweaking/testing/tweaking, version 2 is at the bottom. I had tested a build slotting up tough, dropping hasten, picking up leadership and acrobatics, but with the removed slots from endurance tools I had ended up sucking wind way too often.
Few things: Stalker's Guile changed 4-5 years of playstyle habits. That, along with the Frenzy villian alignment power, Placate was just collecting dust. At first I didn't bother slotting KB protection because with the defense I have, I rarely get hit but for the auto hit type KB and it wasn't a big deal. Got pissed at Rikti, took Acro. Fixed. Slaughtered more Rikti. Took Monkey. I had also dropped hasten, good call on that one. I had originally had it for the AoE hitters recharge boost, but it's really not needed at all for me.
I think of Caltrops as the stalker version of a damage aura. Yes, it causes fleeing, but knockdown/knockup/slow and 2-3 stacks of 'trops with procs, along with Spinning Strike and Spring Attack... tends to wreck pretty much any mob. Ended up stripping out two slots from trops though, just didn't have the room. Also, that's why I am liking Spring Attack: slotted up it hits just about as hard as Spinning Strike, I only have to use it once a mob so the longish recharge doesn't bother me, and I've always been a fan of teleports so it is working well for me.
Retsu originally was my defense against heavy def debuff types as nin doesn't get much resist, the long recharge and crash as well as questionable usability for when it was needed... ended up dropping it, with the current build I haven't missed it yet.
Extras for endurance tools were added after trying out all the new toggles, ended up needing every bit of endurance because StJ and 8-10 toggles tends to be a ***** to manage unless you have a souped-up engine.
Critique welcome on v2, here:
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Initial Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
Level 1: Hide -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 4: Danger Sense -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(11)
Level 6: Assassin's Strike -- C'ngImp-Dmg/EndRdx:50(A), StalkersG-Dmg/Rchg:50(7), StalkersG-Acc/Dmg/Rchg:50(7), StalkersG-Dmg/EndRdx/Rchg:50(15), StalkersG-Acc/Dmg/EndRdx/Rchg:50(17), StalkersG-Rchg/Hide%:40(17)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(13), GSFC-Build%:50(15)
Level 10: Caltrops -- Ragnrk-Knock%:50(A)
Level 12: Combat Jumping -- DefBuff-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Spring Attack -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(34)
Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39), FrcFbk-Rchg/EndRdx:50(39)
Level 20: Kuji-In Sha -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(21), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 22: Boxing -- Dmg-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Shin Breaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(31)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(50)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), T'Death-Dmg/EndRdx/Rchg:40(34)
Level 35: Blinding Powder -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(36), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(36), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(37)
Level 38: Superior Conditioning -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(50)
Level 41: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(43), P'Shift-EndMod/Rchg:50(50)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Kuji-In Rin -- RechRdx-I:50(A)
Level 49: Acrobatics -- EndRdx-I:50(A)
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(40), P'Shift-Acc/Rchg:50(40), P'Shift-EndMod:50(46), P'Shift-EndMod/Acc:50(48)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonus Totals:- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 5.81% Defense(Fire)
- 5.81% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 3% Defense(Psionic)
- 14.25% Defense(Melee)
- 12.38% Defense(Ranged)
- 8.63% Defense(AoE)
- 2.5% Enhancement(Confused)
- 4% Enhancement(Heal)
- 59% Enhancement(Accuracy)
- 73.75% Enhancement(RechargeTime)
- 20% FlySpeed
- 194.3 HP (16.14%) HitPoints
- 20% JumpHeight
- 20% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 8.25%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 10% (0.17 End/sec) Recovery
- 40% (2.01 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 20% RunSpeed
Set Bonuses:
Touch of Death
(Initial Strike)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Hide)- 7.5% Enhancement(RechargeTime)
(Ninja Reflexes)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Danger Sense)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Assassin's Strike)- 7% Enhancement(Accuracy)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 2.5% DamageBuff(All)
- 8.75% Enhancement(RechargeTime)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Spring Attack)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Spinning Strike)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Kuji-In Sha)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Shin Breaker)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Weave)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Crushing Uppercut)- MezResist(Immobilize) 2.2%
- 13.55 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Blinding Powder)- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Superior Conditioning)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
(Physical Perfection)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
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Here is a build for review, much thanks to any input. My goals for this build are for a standard, all-around build to tackle solo missions (I hover between +0/x6 - +0/x8, depends on enemies), task/strike forces and trials, and general teaming at 50. It'll take a bit to work up to purple sets as well as Incarnate abilities, but both of those are in progress.
So, simply put I'm wanting to make the best workhorse build I can, as this character is what I'll be playing for a long while. As I'm working on the expensive stuff, I'm keeping it to regular IO sets, and the slots are in hurdle for travel/speed purposes but not a must. QOL.
Also, while getting a handle on endurance and recharge issues I have IO enhancements in some attacks to even out the power stats instead of adding those delicious procs. Not sure how to add achilles' and others without sacrificing the attack stats themselves. :/
Thanks!
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Initial Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
Level 1: Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/Rchg:50(40), Ksmt-ToHit+:30(43)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 4: Danger Sense -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 6: Assassin's Strike -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(17), T'Death-Dmg/EndRdx/Rchg:40(17)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(13), GSFC-Build%:50(15)
Level 10: Caltrops -- Ragnrk-Knock%:50(A), Posi-Dam%:50(11), ImpSwft-Dam%:30(11)
Level 12: Placate -- Range-I:50(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 16: Kuji-In Rin -- EndRdx-I:50(A)
Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39), FrcFbk-Rchg/EndRdx:50(39)
Level 20: Kuji-In Sha -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(21), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Spring Attack -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(34)
Level 26: Shin Breaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), T'Death-Dmg/EndRdx/Rchg:40(34)
Level 35: Blinding Powder -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(36), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(36), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(37)
Level 38: Kuji-In Retsu -- RechRdx-I:50(A)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Superior Conditioning -- P'Shift-End%:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
Level 2: Hurdle -- Jump-I:50(A), Jump-I:50(48), Jump-I:50(50)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 7.69% Defense(Energy)
- 7.69% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 12.38% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.5% Enhancement(Confused)
- 59% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 70% Enhancement(RechargeTime)
- 10% FlySpeed
- 149.1 HP (12.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Held) 6.05%
- MezResist(Immobilize) 10.45%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 10% (0.17 End/sec) Recovery
- 40% (2.01 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Initial Strike)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Hide)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Ninja Reflexes)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Danger Sense)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Assassin's Strike)- MezResist(Immobilize) 2.2%
- 13.55 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Spinning Strike)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Kuji-In Sha)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Super Jump)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Spring Attack)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shin Breaker)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Tough)- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Crushing Uppercut)- MezResist(Immobilize) 2.2%
- 13.55 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Blinding Powder)- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Weave)- 10% (0.5 HP/sec) Regeneration
- 13.55 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
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I like Claws. I like the mix of burst and damage over time the set offers. Mid to late game, you fight more things with heavier lethal resistance, it feels like some fights take forever. With focus and shockwave, that's usually not a problem. eviscerate as a single target attack, it doesn't deal enough damage compared to it's animation time. With a bit of recharge, claws is really a never-ending-chipper and big booms of AS damage. It's also a safe set, because with focus and shockwave, not many mobs will be standing to try to attack. The ones that can, usually can be controlled with placate.
personally i prefer building claws for +damage bonuses and recharge. feels like playing a pounding sledgehammer after AS. -
Stalkers are interesting... And there is a large difference to team contribution between experienced/good stalkers and inexperienced/bad stalkers.
If you're rolling with a stalker who knows what they're doing and how to play their character, you probably won't notice them much as they will most likely be taking out (or taking chunks out) of the hardest or most annoying/dangerous targets and letting the team aoe down the trash mobs. It does vary by situation, of course, but if you see big things dropping out of nowhere, you can be confident that whatever it is you're doing, the stalker is playing to complement it. (to me, the best thing a stalker can do is play to complement the team, so discussing tactics beforehand is key to getting the most out of any stalker that joins a team)
If the stalker isn't so good at the archtype, you'll see them rush off into the next spawn much like a scrapper or brute, not waiting for hide, not using placate much if at all, and generally faceplanting a lot. (not discussing tactics, or a stalker that doesn't play like a stalker, will lead to lots of waiting around time and hospital runs)
Keep in mind these are general descriptions, not concrete. Every fight's different.
A lot of times a team leader can quickly find out what brand of stalker has joined, just by sending a tell or two to talk about fight tactics before the fighting starts. -
Quote:I tried that myself, tried getting into my Night Widow, tried getting into a Brute or Scrapper with the same sets as my Stalker. Never worked for me.Have I gotten into a toon that will please my min/maxer
This will not please you if you are a min/maxer.
You will always be looking at the harder hits of a scrapper and asking yourself why didnt I just choose that and go with a pool power that makes you invisible.
A large part of the draw to the Stalker AT is that it's the melee class that takes tactics, planning, and quick thinking to do well with. The other three are just run in and smash, collect xp/inf and move on.
And no, another AT with the stealth pool is not a substitute for living on the edge as most Stalkers enjoy doing. -
Perfect Stalker set? Claws/ with tweaks: Focus dealing Energy damage instead of Lethal, and a slow recharge single target big hitter instead of Shockwave. Just my thoughts on it.
I would love a Psi-melee set in the future though. -
It really comes down to what role you want to play while on a team, and what you want your character to accomplish while solo.
I would recommend reading Silas' guide to corruptor secondaries. I'd also recommend dp/traps. With the poison gas trap, you'll be able to solo everything but Hamidon pretty much, and the -res debuffs will (generally) even out the damage differences between blaster/corruptor DP, if not bring the corr out on top overall.
Blaster is more about burst damage, corruptor is more about damage and buff/debuff, so it's really a question of what you want your character to do with their guns. -
Alternate Animation for Claws: Shockwave, please! The actual character animation is fine, it's the little whirly disks that don't seem to fit the mental image of a shockwave. Maybe as an alternate, it would be possible to use the Dual Blades: Sweeping Strike animation/wave thing?
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weapon sheathes, pistol holsters, customizable straps and such for gear.
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i've recently started to love the stalker dual blades set, and the reason may surprise you. it's lethal damage (same as my old love, claws), decently fast recharging attacks, and you have OPTIONS. within your PRIMARY. and i mean real options, in the middle of fights, not just 'gee what attack's ready after this one'.
moreso than a regular stalker set, with dual blades you have the option to build for single, aoe, or a mix of both. you have options of using self buffs, aoe debuffs, a solid aoe control, or solid single target damage.
you have those options from standard attacks, and other sets will seem extremely one-dimensional after a good run with DB/.
yes, the combos could be put together a little better for a stalker, but as a stalker player you're probably used to using what you're given to work with. best advice i could give would be to learn your character, learn your AT, learn your power sets, and build to your own taste to do what you have the most fun doing. all the rest is just minor details. -
hmm. thanks much for the info, all. it wasn't so much as i wanted more merits, but i was running a few story arcs and wondering about the difficulty slider due to the vague in-game info from the merit npc's added.
it'd be nice to have a scaling reward system with the scaling diff settings system, but i don't think it's one of those top priority type things -
ah, gotcha. thanks. the in-game information was vague on specifics.
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Couldn't find much about this, so new thread for it. I was curious if the difficulty settings affect merit rewards, or if it's just a static number of merits no matter what difficulty you complete the arc/trial/sf on?
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teleport without the 2-3 seconds hang time. 1 second, maybe, but time spent immobilizing yourself is NOT GOOD (tm). especially when it's your travel power immobilizing you.
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ooh... thanks for the info! *scrabbles to get a two-boxed stone armor and kinetics something going*
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some good advice to get started: solo for the first few levels to get used to the game and what your character can do. once you're comfortable with that, join a few pick up teams. if you're red side, just do your thing and complement the team. if you're blue side, your team tactics would depend on your AT.
also, freedom server is the most populated, but virtue is near the same population with a very nice community and good players.
also, from your original post it sounds like you would enjoy the stalker AT if you like melee. if ranged or control/buff/debuff/heals is your bag, then there's a plethora of ATs to suit your tastes. -
for me, the main thing about this game that makes it exceptionally fun is that with enough time, patience, and attention to detail, we are able to not just create a character, but craft something that is on par with the most difficult things the game can throw at us and still be balanced.
no other game comes close to the detail you have over your character and what that character can achieve. also, it helps that you can make literally any concept and it can fit into the game world. -
fire melee/shield defense brute or scrapper. the actual numbers are so close, you may as well just pick red or blue side and go with the AT there.
i would say look at blasters as well but i can't get into ranged so hopefully others will help with that. -
i think there is a flaw in the OP's question. you see, a long time ago the devs did some napkin designing and reasoned that everything else in the game was AoE or going to be AoE centric at some point, and thus the stalker was born.
they jacked the aoe's and gave us a huge single target hitter. they removed things like quick recovery from regen and wp later, reasoning that stalkers should be so damn powerful at single target damage they don't NEED more endurance.
so to put it simply, every 'stalker' primary is already a 'stalker' primary. just without aoe's and with good single target burst. elec/ came after because i think the devs realized just how ****** the stalker was at that point and said 'here take some nice aoe energy damage and have fun' and patted us on the head and all was good... for those interested in aoe, anyway.
but to answer the question, NB, Claws, DB, DM, EM, BS, MA
spines and elec are for the stalker players that try to imitate brute and scrapper aoe carnage, IMO. they can work, and work great. but i don't think they fit the AT at all.