The Stalker's Dual Blades/Willpower Guide (PvE) I11
Since these two sets came out, no one's compiled a guide for them for Stalkers. Most of my friends rolled new characters using the "standard" version of these sets, in some combination or the other, forgoing the bastardized Stalker versions. I decided to buck the trend and make a stalker. And here's a guide for those who walk this path next.
Guide Layout
I ..... Dual Blades
II .... Dual Blades Combos
III ... Willpower
IV ... Power Pools
V .... Patron Power Pools
VI ... Build Suggestions
VII .. A Brief Look at IOs
I. Dual Blades
Having played Energy Melee, Claws, and Ninja Blade Stalkers to varying levels, my overall impression of Dual Blades has been favorable thus far. Even with the much-maligned lethal damage, I've always felt my damage was at least sufficient, moving up to excellent as I acquired the last two powers of the set. Its powers lend it very well to "scrapping," particularly the cone attacks and the Attack Vitals combo. Additionally, Dual Blades is not very endurance-hungry. My endurance bar so rarely bottomed out that I put off Stamina until level 35, despite running all three toggles from Willpower. On to the individual powers.
Nimble Slash
Available at Level 1
A fast two swipes with one of your two blades. This is the basic low damage, fast recharging attack. It is the middle power of the Attack Vitals combo. I consider that combo worthwhile, and thus recommend taking this power. It's also quite useful in the early levels when you simply don't have many attacks to cycle through.
Slotting: 1-2 Accuracy, depending on your tastes. 3 damage. You can slot this one a bit behind your other attacks.
Power Slice
Available at Level 1
Three slashes with your blades. A moderate damage power with a moderately fast recharge. This power starts the Attack Vitals combo and is the middle power for the Weaken combo. I consider it a must-have power.
Slotting: 1-2 Acc. 3 Dam. 1 Rech.
Ablating Strike
Available at Level 2
Slash with one blade, then slash with the other. Slightly less damage than Power Strike, with a similar recharge, but also inflicts a defense penalty on your target, making them easier to hit with your next few attacks. It is the final power in the Sweep combo. While I like this power, and think the animation is cool... this is the only power I do not have on my DB/WP stalker. The Sweep combo is probably the most easily dropped combo. I wanted all of the other powers more, either for utility, or their place in combos. And let's face it: taking every single power in an attack set is a bit overkill. You can't actually use them all, and you'd dump a lot of slots into them. If you can afford it though, this power does take the Achilles Heel: chance for Resistance Debuff IO. If you can fit it, anyways.
Slotting: 1-2 Acc. 3 Dam. 1 Rech.
Assassin's Blades
Available at Level 6
Crouch low and back, both blades pulled back and pointing forward, then thrust. Very similar to the Ninja Blade assassinate animation, but with two blades. This is the signature stalker attack. Take it at level 6. But here's the dirty little secret about Assassin's Blades. After you pick up One Thousand Cuts, this power gets used a lot less.
Slotting: 1 Acc (It has inherent accuracy bonuses). 3 Dam.
Build Up
Available at Level 8
A small bonus to your accuracy, and a large bonus to your damage. Arguably one of the greatest advantages over the other versions of Dual Blades, which DON'T get Build Up. Why is it such an advantage? Go to One Thousand Cuts. This power starts both the Sweep and Empower combos, but that's not why you should take it. Take it because it helps you kill things better, combos or no.
Slotting: 3 Rech.
Placate
Available at Level 12
Makes an enemy stop attacking you, and puts you back in Hidden status, so you can get in another Assassin's Blades or a free critical hit. It can save you from the nastiest enemy, and give you a nice boost to damage. Take it. Note, that if the enemy was /about/ to attack you when you Placate, and hits you, you will lose Hidden status! Works well if you Placate after knocking them down, such as immediately after a Vengeful Slice.
Slotting: 3 Rech.
Vengeful Slice
Available at Level 18
A series of four attacks, the third knocks your opponent upwards. An excellent attack that does good damage, knocks your opponent down, and also completes the Attack Vitals combo. Also, your best attack to land a guaranteed Critical hit with. Slotting damage in this power increases the damage Attack Vitals deals. TAKE THIS POWER!
Slotting: 1-2 Acc. 3 Dam. 1-2 Rech.
Sweeping Strike
Available at Level 26
Cross your blades in front of you, then pull them apart. This is your first AoE attack. It strikes enemies in a 90 degree arc in front of you, within melee range (5 feet). It does excellent damage to multiple enemies, and starts the Weaken combo. Highly recommended. Note, however, that if you use this attack and then try to move into the Attack Vitals combo, it will not work. When you activate Power Slice, the game will think you're attempting Weaken. Use Nimble Slash before you use Power Slice, and you should be fine.
Slotting: 1-2 Acc. 3 Dam. 1-2 Rech.
One Thousand Cuts
Available at Level 32
Hack and slash repeatedly at any poor fools standing in front of you, with little rippling shockwaves in the air cutting past them to strike even further. Whoa... this power is incredible. 90 degree arc, 10 foot range, and a massive amount of damage. Throw Build Up into the mix, and a lot of people are suffering a lot of pain. Now do it from Hide. It's not a guaranteed Critical hit on everyone, but every target suffers a 50% chance to take double damage. I have killed 4 minions with a single use of this power before, by striking them from Hide and critically hitting all of them. It feels... good... Take this power, and LOVE IT!
Slotting: 1-2 Acc. 3 Dam. Maximum Rech possible.
II. Dual Blade Combos
Combos are Dual Blade's "secondary" effect. While Dark Melee reduces your enemies' accuracy, Spines poisons them, etc., Dual Blades lets you pull off combos. Your combos are named the same as the "standard" Dual Blades combos, but require different powers to pull off, and sometimes affect a different number of targets. I use the Attack Vitals and Weaken combos the most, primarily for scrapping.
Sweep (First combo available)
Build Up -> Assassin's Blades -> Ablating Strike
This combo knocks down everyone around your target and does minor damage to them. The knockdown is the really sweet sounding part. It is. Too bad you can't use this combo all that much. You're limited to how often Build Up recharges. You also have to be able to make an Assassin attack without being interrupted, which can be tough in the middle of a battle. It's the first combo you get, so you might use it some, but I eventually respecced out of Ablating Strike and have not regretted it.
Empower (Second combo)
Build Up -> Assassin's Blades -> Placate
This combo gives you some rather minor bonuses to damage and accuracy (about 10% to each). Not exactly big numbers there. It does let you crit on whatever attack you choose next. And if that's One Thousand Cuts, well.. an extra 10% damage is a nice little bit of cream on top. If I had the choice, I would not keep this combo, but I consider all three of those powers to be critical to a Stalker by themselves, so I have this combo.
Attack Vitals (Third combo)
Power Slice -> Nimble Slash -> Vengeful Slice
This power adds some extra Damage over Time to whomever you strike with Vengeful Slice. The damage is based on how much damage Vengeful Slice did (each tick of Attack Vitals does half the damage as a single swing from Vengeful), including the effects of Build Up. You CAN fit Assassin's Blades and then the Attack Vitals combo in Build Up if you're fast. This combo is invaluable for scrapping. I can't count how many times it's finished off an enemy for me. It's about as much as a free extra attack.
Weaken (Fourth combo)
Sweeping Strike -> Power Slice -> One Thousand Cuts
This power debuffs every enemy you hit with One Thousand Cuts, making it harder for them to hit you for a short time. Not the best combo, but it can help increase your survivability. Besides, two of those powers are absolutely critical by themselves, and the third is necessary for another combo that I consider very useful, so you'll just end up with this combo as well by default.
III. Willpower
Willpower is a well-rounded set. It doesn't have a major strength, but at the same time, has no significant weaknesses either. You even have resistance to Toxic damage through Reconstruction, which normal Willpower doesn't get.
Hide
Mandatory at Level 1
You have to take this power. You kinda need it to be a stalker, after all. Hide costs no endurance to use, and does provide a small bonus to defense. When Hidden, Hide's bonuses to defense increase slightly, and give you a very large AoE defense, making it relatively unlikely that you'll be hit by a stray rocket explosion or shotgun blast.
Slotting: 1 Def
High Pain Tolerance
Available at Level 2
This power raises your maximum hit points and gives a minor bonus to all resistances. This power drastically helps with one of the major stalker weaknesses: Low hps. Unenhanced, this power raises your maximum hit points by 20%. Heal enhancements will raise that number. Take this power. Soon.
Slotting: 3 Heal. Don't bother to slot resistance.
Reconstruction
Available at Level 4
A simple self-heal. It recovers 25% of your max hps and recharges in 60 seconds. It also provides Toxic resistance for a minute after you use it. Using this power will force you to redraw your blades. I consider this an excellent emergency power. Self-healing doesn't care where the damage you took came from. Very useful power, take it as well.
Slotting: 3 Heal, 3 Rech. Slot Heal slightly faster than Recharge.
Mind Over Body
Available at Level 10
Your first toggle defense. It protects against Smashing, Lethal, and Psi damage. Smashing and Lethal are very common, while Psi isn't, but a large number of Heroes and (Arch)villains have psi attacks, frequently area-of-effect, so this will help you survive those encounters.
Slotting: 3 Res. 1 End recommended if you forgo Stamina.
Indomitable Will
Available at Level 16
Status protection! No more Holds, Sleeps, Stuns, or Knockdowns. It also provides defense against Psi attacks. You'd be pretty crazy not to take this, given how /bad/ being stuck in a status effect is.
Slotting: 1 End or 1 Def. End if you don't get Stamina, Def otherwise.
Heightened Senses
Available at Level 20
A moderate amount of defense against environmental effects. What does that mean? It means you get some defense against Fire, Cold, Energy, and Negative Energy damage. You also get a tiny, and I do mean tiny, amount of defense against Smashing and Lethal damage. Not a terribly exciting power on its own, but a big bonus is the bonus to Perception. Who cares? Fight some Night Widows with their damnable smoke grenades, and then you'll be happy for +Perception.
Slotting: 3 Def if you can spare the slots, 1 Def otherwise.
Fast Healing
Available at Level 28
An increase to your normal regeneration rate. Normally, I'm not a big fan of this power. Your regeneration rate is based off your maximum hps, which is usually low for a stalker. With HPT, though, your max hps increases. Regeneration works best when you can stack multiple sources. So, if you take Health, and also purchase some IO sets that grant Regeneration bonuses, then I would suggest taking this power. Otherwise, by itself, leave it at home.
Slotting: 1 Heal. 2 more Heals when you can spare the slots.
Resurgence
Available at Level 35
A self-resurrection power. You return to full hps, half endurance, and get a bonus to accuracy and damage for a short time, which then goes away and gives you a penalty for a short time. Personally, I don't feel the need for a self-rez. I rarely die, being a perfectly cowardly stalker, and I carry awakens. This power largely comes down to personal preference.
Slotting: 1 Recharge. If you really need to use this power that often...
Strength of Will
Available at Level 38
The godemode power for Willpower. Just like the set as a whole, it's fairly moderate in its effect. It does not grant you immense power, but the crash at the end is not debilitating, either. You gain a good amount of resistance to all and a nice recovery buff, for 120 seconds. After it wears off, you lose a big chunk off your endurance bar, but you don't bottom out, or lose hit points. Important note, this power is completely unaffected by recharge bonuses of any kind.
Slotting: 3 Resist.
IV. Power Pools
I'm not going to go into every power pool in depth, just make some observations.
When it comes to travel powers, any is as good as another. The only big booster might be Hasten, to help you pull off attacks faster. But with five attacks and then Assassin's Blades, plus veteran attacks, I've never been left without something to hit an opponent with.
Fitness is of course, a common pool choice. As I stated, I did not feel like these two powersets has a real need for Stamina. I did, after all, put it off until level 35. However, Health and Fast Healing would go together nicely, along with some IO Set Bonuses for Regeneration.
Fighting is a possibility, for Tough. You do get stuck with an extra attack that will force you to redraw your blades, however. I don't feel that extra smashing/lethal resistance is necessary, however. The combination of higher hps, existing resistance, and a self-heal are plenty enough to keep you going.
V. Patron Power Pools
Most people consider these pools to be.. underwhelming. All the Pools except Shark Mastery contain the same powers, just with different thematics and damage types. You get a regular blast or a snipe as your first two choices, then a Hold power, then a power to summon an Arachnos ally. Shark Mastery lacks the snipe, instead giving you the Waterspout power, which will throw enemies everywhere!
The only recommendation I can make here is take set fits your character's theme, and get the Hold. After all, you get a chance for free Critical hits on Held enemies.
VI. Build Suggestions
I will suggest two builds, which are based off the build I have used on my Stalker. The first build is to be used early on, and then respecced out of. Notice that a travel power is also postponed. This is because I very strongly suggest running the Mayhem missions at level 5-9 and 10-14 to get the free travel powers (Raptor Pack and Zero-G Pack).
1: Nimble Slash
1: Hide
2: Power Slice
4: Ablative Strike
6: Assassin's Blades
8: High Pain Tolerance
10: Build-Up
12: Placate
14: Reconstruction
16: Indomitable Will
18: Vengeful Slice
20: Mind Over Body
Sometime around level 19 or 20 is when I would respec.
1: Nimble Slash
1: Hide
2: Power Slice
4: High Pain Tolerance
6: Assassin's Blades
8: Build-Up
10: Reconstruction
12: Placate
14: 1st Travel Power choice
16: Indomitable Will
18: Vengeful Slice
20: Mind Over Body or Travel Power
22: Whichever you didn't get at 20
24: Heightened Senses
26: Sweeping Strike
From this point on, you have several choices. You can take Fast Healing and go up to Health in the Fitness tree. You could start picking up Fitness, getting Swift at 28, Health at 30, and Stamina at 35 (which is what I did.) Or pick any other power pool powers that you particularly like. Just make sure you get One Thousand Cuts at level 32 and slot it as fast as you can.
VII. A Brief Look at IOs
There's a huge amount of advice on using IO enhancements already out there, so I will focus on what works best for these powersets. When it comes to actual enhancements, IO sets help greatly in balancing Accuracy, Damage, Endurance Reduction, and Recharge reduction. I would advise a fairly equal distribution of Endurance and Recharge if you can manage it, after getting Accuracy and Damage to acceptable levels.
When it comes to set bonuses, I would suggest searching for a few global accuracy bonuses, since Dual Blades lacks the -def component to its attacks like Ninja Blade. Global recharge bonuses are also always good, if a bit expensive to get ahold of. Finally, if you plan to take Fast Healing and Health, then definitely find some Regeneration bonuses to go on top of those.