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Posts
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Joined
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I've only been playing for a few months and I recently got my stalker to 45, so I figure it's time to start looking into those pricey sets. My main goal was survivability and the ability to solo any EB (and hopefully AVs) since I rarely team on this character. I kept thunder kick because I plan on using Ouro alot and wanted to keep my attack chain intact, however I'm considering dropping it in favor of teleport. So is this a decent build or am I setting myself up to waste a ton of infamy?
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Kasumi Allen: Level 50 Science Stalker
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Thunder Kick- (A) Damage Increase IO
- (43) Damage Increase IO
- (43) Accuracy IO
- (A) Defense Buff IO
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (27) Mako's Bite - Accuracy/Endurance/Recharge
- (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (29) Mako's Bite - Chance of Damage(Lethal)
- (A) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (5) Red Fortune - Endurance/Recharge
- (7) Red Fortune - Defense/Endurance/Recharge
- (7) Red Fortune - Defense
- (9) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (9) Red Fortune - Defense/Recharge
- (11) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (13) Red Fortune - Endurance
- (13) Red Fortune - Defense
- (A) Touch of Death - Accuracy/Damage
- (17) Touch of Death - Damage/Endurance
- (17) Touch of Death - Damage/Recharge
- (19) Touch of Death - Accuracy/Damage/Endurance
- (21) Touch of Death - Damage/Endurance/Recharge
- (21) Touch of Death - Chance of Damage(Negative)
- (A) Defense Buff IO
- (A) Jumping IO
- (A) Healing IO
- (15) Healing IO
- (15) Healing IO
- (A) Mako's Bite - Accuracy/Damage
- (29) Mako's Bite - Damage/Endurance
- (40) Mako's Bite - Damage/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Defense Buff IO
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Accuracy IO
- (42) Disorient Duration IO
- (A) Run Speed IO
- (A) Mako's Bite - Accuracy/Damage
- (31) Mako's Bite - Damage/Endurance
- (31) Mako's Bite - Damage/Recharge
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (33) Mako's Bite - Chance of Damage(Lethal)
- (A) Hecatomb - Damage
- (33) Hecatomb - Damage/Recharge
- (34) Hecatomb - Accuracy/Damage/Recharge
- (34) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Damage/Endurance
- (37) Hecatomb - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (36) Red Fortune - Defense
- (36) Red Fortune - Endurance
- (36) Red Fortune - Defense/Recharge
- (37) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (A) Red Fortune - Endurance
- (39) Red Fortune - Defense
- (39) Red Fortune - Defense/Endurance
- (39) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Endurance/Recharge
- (40) Red Fortune - Defense/Recharge
- (A) Apocalypse - Damage
- (42) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (50) Apocalypse - Damage/Endurance
- (50) Apocalypse - Chance of Damage(Negative)
- (A) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (48) Red Fortune - Defense
- (50) Red Fortune - Endurance
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run -
MM pets were always a little bit stupid, but it has gotten worse since i17 launched.
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I'm trying to decide what would be a good primary set for a /nin stalker that mostly solos and groups every once in a while. Right now I'm leaning toward Martial Arts because my last stalker was a MA/SR and I enjoyed the set. However since /nin has some control components I'm wondering what would be the best primary to take advantage of /nin's strengths. Your thoughts?
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I've had a bot/therm for a few weeks, it's easily my favorite combo. The bots are extremely survivable after you get fire shield and plasma shield, and you can use the heals to augment your protector bots. You get a pair of pretty good debuffs at level 36 and 38. The only issue I've had is typical for Bot/ builds, targets getting knocked back into previously un-agro'd mobs.
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I rolled a MA/SR stalker last week and I'm enjoying how it plays but I'm noticing I'm having a much harder times with missions than I was with my Bot/Therm MM. Unable to shake the feeling that I'm just doing it wrong, I have a couple of questions about just how I should play this class.
1. Should I do what I did with my MM and just engage every single mob for the xp? Or just sneak right ahead to the mission objective, relying on the xp awarded for completing the missions to level?
2. When can i get away with increasing the difficulty on my missions? right now it seems anything higher than +1 to my level or setting me greater than 2 villians makes every mission a struggle (and god forbid if I have to face an elite boss or higher).
Tl;dr when can I crank up the difficulty?
Any further advice on just how to play this class would be greatly appreciated, thanks! -
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How do I prevent my henchmen from charging into melee? I'm playing a robotic/thermal build right now and this problem consistently gets me killed on tougher missions, one or more bots will just charge into melee with a distant enemy, often gaining agro from previously un-engaged mobs in the process. So how do I force my henchmen to stay close to me, and in range of my healing powers?
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Level 20 Mastermind (robotics/thermal) looking for a Villain Group. I'd prefer RP-lite to no RP at all. Contact me here or in game "@Major Zhukov"
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Why is it every time I use the elevator in building missions to get to the next floor all my henchmen run through the walls never to return? I even try summoning new ones but nothing happens, usually forcing me to try to run the rest of the mission without any henchmen at all (which is about as fun as a root canal). Do I get to look forward to this every time I get a mission in a building? or is there a patch on the way to fix this?