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Posts
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Joined
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Great, so the signature power of the Stalker AT is shown to be useless in higher levels? Every time I come to the Stalker boards, it irritates me how gimp Stalkers are. Why is there a Stalker AT again? I don't think the devs even remember such a thing exsists...
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Thank you for the reply. I used your guide for my Ill/Rad troller but compeletly forgot to look at it for this build. Thanks again.
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I was curious how you slotted CC. Currently, I am working on a Plant/Rad troller and I'm looking to make this toon my main Incarnate. I'm torn between slotting for hold/end/recharge with the Lockdown: Chance for +2 Mag Hold or slotting it with some hold/end with a few damage procs. Thank you for your advice in advance.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Aiyana Rayen Alore (Ever-Blooming Flower): Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Dam%(5), UbrkCons-EndRdx/Hold(5), Lock-%Hold(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15), Achilles-ResDeb%(19)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
Level 6: Roots -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(25), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Dmg/EndRdx(27), Ragnrk-Acc/Rchg(27), GravAnch-Hold%(50)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(40), CoPers-Acc/Rchg(40), CoPers-Conf/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 14: Maneuvers -- LkGmblr-Rchg+(A)
Level 16: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(21), P'ngTtl--Rchg%(48)
Level 22: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(23), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(50)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(31), Posi-Dmg/EndRdx(45), Posi-Dam%(46), TotHntr-Dam%(46), ImpSwft-Dam%(46)
Level 28: Choking Cloud -- G'Wdw-EndRdx/Hold(A), G'Wdw-Acc/EndRdx(29), G'Wdw-Dam%(29), NrncSD-Dam%(31), Lock-%Hold(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
Level 38: Assault -- EndRdx-I(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), FrcFbk-Rechg%(48)
Level 44: Rock Armor -- LkGmblr-Rchg+(A)
Level 47: Earth's Embrace -- S'fstPrt-ResKB(A)
Level 49: Mutation -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I(A), EndMod-I(48), Empty(50)
Level 1: Containment
Level 2: Ninja Run -
I just have to voice my opinion on this matter.
I really like some of the ideas posted above, like reducing AS cast time and adding more debuffs. I would like to see the demoral effect of AS be much more reliable. I agree with the 75% chance for mag 2 fear and 25% chance for mag 4 fear. As well as the -to hit buff.
I also agree that hide should not suppress when attacking similar to EA's energy cloak and Illusion's superior invicible. And maybe adding +res to hide for those sets that use resistance instead of defense to give them a little more survivablity. Right now, I don't have much appeal to make any resistance based stalker just because not getting hit works so much better with an interruptable AS. The only res based set I went with was DA because a feared opponent does not attack.
I have always thought that stalkers should be the masters of stealth and the stealth cap should be higher for the AT because of that. I also have the same reasoning for defense based ATs having a higher defense cap than nondefense based sets. Why roll an SR when I can roll a WP and get added survivability by soft capping my defense and having +regen, +HPs and +resistance for when I do get hit. So why roll a stalker when I can just get a stealth IO and take super speed or stealth and ghost past any mobs I want.
I think maybe placate should have a percent chance to confuse your target for maybe 5 seconds added to it for when you placate on teams so squishies don't immediatly take all the aggro. I do not agree with an AoE placate just because Nin already has one and it's one of their tools for taking that secondary. I support lowering placate recharge.
I think stalkers should be focused on mainly ST damage and should stay that way. I know a lot of you don't agree but I like the mechanics of a ST damage dealer the way stalkers are designed. But AS should have a lower activation time and placate should have a lower recharge time. So effectivly I could AS -> placate -> critical -> placate -> critical so it would almost be like AoE but still not. Quickly taking out enemies in a mob but just not all at once.
I think damage and survivablility on a stalker right now are fine. Though the HP increase without raising the cap did take away one of EA's nitches in having a +HP teir 9. So maybe raise the cap but leave base hps where they are.
Finally, I agree that AS should have added effects on it like end drain and siphoning power like was mentioned previously. Maybe even make the secondary effects AoE to add a little more control and give these secondary effects a power like swap ammo. If I click Assassination, nothing changes: demoralize with AS and criticals while hidden. However, maybe I change my swap ammo-like power to another setting and now instead of criticals, I have a secondary effect that happens 100% of the time when I attack while hidden. This secondary effect would be dependant on your primary and I haven't thought about what they could be.
That is what I think. I just wanted to get my opinion out there so that a red name can mark another one up for support of stalker revamps. -
Thanks for the reply. I was just hoping I could slot some set enhancements from fear and to-hit debuff IOs from sets for the multiple enhancements. Wishful thinking I guess. What would anyone suggest for slotting Soul Extraction? I was thinking giong a mix of pet recharge, damage a little mez.
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I'm having trouble with slotting my Necro/Dark MM. According to mids, you can only slot the lich with pet, to-hit debuff, def debuff and knockback IO sets. Is this accurate? I can't slot hold or fear IO sets in the lich? The same thing with Soul Extraction; only pet and to-hit debuff IOs? (Not including the newly announced recharge intensive pet IOs)