SamSneak

Citizen
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  1. DM/DA Stalker - Super.Devil - Freedom

    Acrobatics (1x EndRed), Superjump (2x Enh Jump)
    BuildUp (3x RechRed, as many ToHit buffs as you can spare)
    Placate (3x RechRed, 1or 2 Range)
    Touch of Fear (Fear/ToHit Debuff - whatever works for you)
    Recall Friend (EndRed)
    TP Foe (2x Acc)

    I absolutely love my DM/DA stalker; it allows me to solo damn near anything with only minor adjustments to tactics in a group.

    I would recommend reconsidering your travel powers though unless this is intended for PvP. It seems strange to choose the two travel pools for their offensive capabilities but it REALLY works well with the DM/DA stalker.

    Plus with jetpacks as easy to obtain as they are I've taken Superjump (along with the knockback protection from Acrobatics) and Recall Friend/TP Foe from the Teleportation tree.

    Being able to move quickly after an attack to reduce your exposure really helps out especially early on. Plus certain attacks (cough Shadow Maul) that root you for the duration become less risky when executed in midair. You can move away from a pack of enemies when things go bad and if lucky break line of sight so they get a nice little surprise as they follow.

    Again, make sure you slot Accuracy on TP Foe not recharge reduction. Once you become familiar with the types of minions that seem most resistant to teleportation you instantly reduce the complexity of any boss battles by picking off the minions until you can control what's left with Placate and Fear (gotta love being able to stack this one). Do it right and you can expect nothing but Critical Hits from your Assassin's Strikes and Siphon Life.

    You might want to check out The Black Cloud of Hate, Dark-Dark-Soul Guide for some good tips on the Soul Mastery power.