-
Posts
74 -
Joined
-
If you wish to get some input on my PvE-Build - makes it incredibly more easy to level your stalker (my experience is that stalkers usually don't do well with a PvEvP-Build, my PvP Respec is planned for 50!) - or my later PvP-Build (as I said, based on Elernet's conclusions and experiences, but optimized for /SR), I will be happy to send you a PM with both builds and some advice on it.
Basically I have to say that EM/ is extremely endurance-hungry and even with a endurance-reduction-heavy PvE-Build I run out of Endurance often enough. That is why I am not going to follow Elernet in that direction of not putting in Stamina either in PvE or PvP.
Nonetheless it seems quite evident that the Stalker's wisest choice is EM/. My buddy is playing a Claw/ Stalker and even though Elernet's opinion is that Claw is in the middle of EM/ and MA/, he has a substantially lower DPS and his Kill-Ratio compared to mine... Well he would put it this way: Let's not talk about it.^^
I believe that everything else is less effective than EM/.
Spine/ would have been a nice option though the latest nerf just cancelled out the most appealing effect of the Attack-Set.
Kaiser
PS
About the fiddling around with Builds etc. I would have to say, I spend as much time in my Builder as I do ingame, trying to figure out the best PvE or PvP Build. -
Stamina is usually something you should get, but with the stalker build being packed as it is, I can actually think of some builds of the top of my head, working just fine in SC w/o Stamina (carrying some Blues with ya being implied).
For everybody that is new to stalkers and is thinking about playing an EM/Nin I can only say: go on the American Boards and look for Elernets Builds, he is the most skilled EM/Nin player I have so far seen, and is current Build (I think it is still i7 on the US-Boards) is actually w/o Stamina as he had the same probs as you do.
I play EM/SR Stalker and I pretty much used Elernet's Build to optimize it for my needs as /SR.
Kaiser -
I have to check if we are not doing some stuff with the SG tonight, but otherwise it would be an honor. Is this Monday-PvPing on a regular basis?
Kaiser -
Didn't think anyone would do that, but ok! After this weekend I migt consider it, but got level my Stalker to 50 first.^^
Kaiser -
Oh sure, I will make a PvP Char on Union/Defiant, but who is paying for the SOs??^^ ;-)
Kaiser -
He is, like me, from the German server, where PvP is practically non-existent.
In our PvP-Zones the average PvPGamer-per-Zone is: 0-1! Meaning, some mad-PvP-freaks like me go in there and look for some good action, and all we get is some whiners who just want to rush PvP-Mishes or farm pillboxes in RV.
After killing the same Broadcast-Flaming-Squishie about 5 times even that gets boring.^^ That's why alot of PvPers from Zukunft would like some action on the Testserver, cause we have none on the Liveserver.
Kaiser -
I would say the best Tanker to actually go out and fight 1 vs. 1 etc. ist Ice/EM so good choice.
Kaiser -
IMO Hasten and Quickness form a good synergy. All of your Powers in EM-Set are pretty Recharge-Heavy, with both Powers they come just as fast as I need them to, and Elude gets a substantial Recharge-Boost as well.
Replacing Haste with Quickness or the other way around would be pretty silly to me. Quick + Haste replaces a second Recharge-Slot in my Attacks for that matter.
Kaiser -
Energy Stalkers could land a disorient.
-
I like the combination of having a Regen and a SR on 50. Usually the only opponents I cannot get at least a draw on, are Kinetics Trollers, or Trollers in general. If I know, I will be fighting a Troller, just log onto your SR Scrapper and the fight is pretty much decided.
Kaiser -
I was looking into the combat chat a little closer today, confused by Total Focus' Damage.
I examined the critical Damage it (Total Focus) did out of Hide/Placate several times and came to the conclusion only the Smash-Part of the Attack does Critical Damage, not the substantially larger Energy-Part.
I tried the same thing with Energy Punch and Bonesmasher, both do full Critcal Damage out of Hide/Placate, meaning Double Damage as Energy and Smash component get added up and added as Critical Damage.
I didn't really want to read into this, so I'll just ask here: Is it normal that only the Smash-Part of Total Focus hits Critical or was that nerfed, because ppl complained about two AS for Enery/X Stalker (I think we are nerfed enough with ET not having a Critical Strike ability)
Kaiser -
I think it is a no-brainer on an Empath. Every other character has a secondary objective or too many toggles to actually run it effectively.
An Empath only has to support, it is its main objective. Kinetcs/Storm/Rad/etc-Defenders do have other things to take care of, may it be containment, trolling or buff/debuffing. Just by having such a restricted purpose in a team, the empath should do everything to support the team. Which means, passively adding Accuracy, Damage etc.
Nonetheless, the Empath's Endurance Usage is not as heavy as other ATs/Defenders. Another reason to take it.
I love Leadership, and would never get rid of it. Maybe I just wasn't clear enough, in an Pure-Empath's Build Leadership is a No-brainer.
Kaiser -
Here is my Build for my Level 50 Empath.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Defender
Primary: Empathy
Secondary: Dark Blast
---------------------------------------------
01) --> Healing Aura==> Rechg(1) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
01) --> Dark Blast==> Acc(1)
02) --> Heal Other==> Rechg(2) Rechg(7) EndRdx(9) Heal(9) Heal(11) Heal(11)
04) --> Absorb Pain==> Rechg(4) Rechg(13) Rechg(13) Heal(15) Heal(15) Heal(42)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> EndRdx(8)
10) --> Clear Mind==> Rechg(10) Rechg(43) Rechg(46)
12) --> Fortitude==> Rechg(12) Rechg(17) DefBuf(17) DefBuf(19) TH_Buf(19) TH_Buf(21)
14) --> Super Jump==> Jump(14) EndRdx(50)
16) --> Health==> Heal(16) Heal(43) Heal(43)
18) --> Recovery Aura==> Rechg(18) Rechg(21) Rechg(23) EndMod(23) EndMod(25) EndMod(25)
20) --> Stamina==> EndMod(20) EndMod(27) EndMod(27)
22) --> Acrobatics==> EndRdx(22) EndRdx(29) EndRdx(29)
24) --> Resurrect==> Rechg(24) Rechg(31) Rechg(31)
26) --> Regeneration Aura==> Rechg(26) Rechg(31) Rechg(33) Heal(33) Heal(33) Heal(34)
28) --> Assault==> EndRdx(28) EndRdx(34) EndRdx(34)
30) --> Tactics==> EndRdx(30) EndRdx(36) EndRdx(36) TH_Buf(45) TH_Buf(46) TH_Buf(46)
32) --> Adrenalin Boost==> Rechg(32) Rechg(36) Rechg(37) Heal(37) Heal(37) EndMod(39)
35) --> Vengeance==> DefBuf(35) DefBuf(39) DefBuf(39) TH_Buf(40) TH_Buf(40) TH_Buf(40)
38) --> Grant Invisibility==> EndRdx(38)
41) --> Power Build Up==> Rechg(41) Rechg(42) Rechg(42)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(45)
47) --> Total Focus==> Acc(47) Acc(48) Dmg(48) Dmg(48) Dmg(50) Rechg(50)
49) --> Swift==> Run(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
I would say, you cannot get any more pure! I played All-Heal, because anything else did not make sense to me. You are the Healer, and do not want to get aggro. You want to keep every member in your team alive!
I use this char in 5TAR, and it has been so far a very good Healer for that matter. CM/Forti/AB/Grant Invis I know that I will have buff the team to get it, but it gets a lot more effective with it.
Give Forti to a tank or scrapper (a SR scrapper for say) and they are on a roll. Especially SR scrappers get their Defense nearly doubled (without Elude).
Give CM and Grant Invis to any squishie around and they'll be fine. It is a good way to keep them from drawing aggro, and those crazy Blasters that mistake themselves for tanks are a little more secure.
AB... What more can I say to Adrenalin Boost, for me maybe one of the most effective Buffs in the game!
As APP I took Power Mastery, because of Conserve Power, running all leadership toggles, acrobatics and CJ can get pretty Endurance-heavy after longfights. The main reason is Power Build Up. You can up your healing skills 100% with this power. Hit Power Build Up and buff AB... You know AB, now imagine AB with a 100% Regen-Increase!
Leadership is a no-brainer I think. For PvE, more Accuracy and more Damage, as well as a nice Buff if someone died (Vengeance). For PvP it really becomes a necessity! You get a huge buff to Perception (paired with CM you basically see through everything), more Damage, resistances to Fear and Confuse and Veangeance! Veangeance is a match deciding power. If you have a coordinated 5TAR team and everybody knows what they are doing, this can make you unstoppable. In 5TAR ppl sometimes die, no doubt about it, but if they do you can kick in Veangeance (that's where the coordination comes into play, the killed person has to lie on the ground for a couple of seconds so you can react). Afterwards, it is really hard to kill your team!
Concerning Absorb Pain, I think this power is crucial! With Heal Other you will take at least 2 Heals for a tank, with Absorb Pain just one. A lot of people do not take it, because they cannot heal for a while, but personally I think an empath should not be in the area of damage in the first place. Taking Absorb Pain is to me all about being more effective in the team!
I would not play my Empath anything else than pure, it is just the most effective way in my opinion.
Kaiser -
Ninjitsu, and every char that has Leadership > Tactics, even though Tactics just shortens the duration of Fear.
Kaiser -
Last time I checked my planner it said 0.6 for End use. That is way more than any toggle in Ninjitsu.
Kaiser -
I love my endurance... My first 50 was a X/Reg Scrapper... Cut me some slack... =)
Kaiser -
Thinking of Spine/Claw Scrappers, not all. =)
Kaiser -
Well, I used to play with a Stalker and I found it rather useful to have Teleport. We just rushed mishes. He ported me in the last room, I herded the last room and then we took
'em out in a couple of seconds.
I think apart from Defenders, Stalker are a very good AT to pick Teleport, especially to support your team. And most of the Epics are [censored]... Sorry PlayNC =)
Kaiser -
The movement speed is reduced as well (Mud Pots/Rooted), in PvP this can result in a lower Fury generation, because a Stone Brute ist not as agile as different Brutes. These might hop around, run back and forth while the stony has to follow them...
Kaiser -
HrHr... I haven't played one yet, but you look lonely here, so I had to come up with sumthing ;-P
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Stalker
Primary: Energy Melee
Secondary: Ninjitsu
---------------------------------------------
01) --> Energy Punch==> Acc(1) Acc(3) Dmg(3) Dmg(5) EndRdx(5) Rechg(7)
01) --> Hide==> EndRdx(1) EndRdx(7)
02) --> Bone Smasher==> Acc(2) Acc(9) Dmg(9) Dmg(11) EndRdx(11) Rechg(13)
04) --> Ninja Reflexes==> EndRdx(4) EndRdx(13) EndRdx(15) DefBuf(15) DefBuf(17) DefBuf(46)
06) --> Assassin's Strike==> Acc(6) Acc(17) Dmg(19) Dmg(19) Dmg(21) EndRdx(21)
08) --> Combat Jumping==> EndRdx(8)
10) --> Hurdle==> Jump(10)
12) --> Placate==> Rechg(12) Rechg(23) Rechg(23)
14) --> Super Jump==> Jump(14)
16) --> Kuji-In Rin==> Rechg(16) Rechg(25)
18) --> Health==> Heal(18) Heal(50) Heal(50)
20) --> Stamina==> EndMod(20) EndMod(25) EndMod(27)
22) --> Acrobatics==> EndRdx(22) EndRdx(27) EndRdx(29)
24) --> Danger Sense==> EndRdx(24) EndRdx(29) EndRdx(31) DefBuf(31) DefBuf(31) DefBuf(48)
26) --> Energy Transfer==> Acc(26) Acc(33) Dmg(33) Dmg(33) Dmg(34) Rechg(34)
28) --> Build Up==> Rechg(28) Rechg(34) Rechg(36) TH_Buf(48) TH_Buf(50)
30) --> Kuji-In Sha==> Rechg(30) Rechg(36) Rechg(36) Heal(37) Heal(37) Heal(46)
32) --> Total Focus==> Acc(32) Acc(37) Dmg(39) Dmg(39) EndRdx(39) Rechg(40)
35) --> Blinding Powder==> Acc(35) Acc(40) TH_DeBuf(40) TH_DeBuf(42) Rechg(42) Rechg(42)
38) --> Kuji-In Retsu==> Rechg(38) Rechg(43) Rechg(43) DefBuf(43) DefBuf(45) DefBuf(45)
41) --> Hasten==> Rechg(41) Rechg(45) Rechg(46)
44) --> Recall Friend==> Rechg(44)
47) --> Teleport==> EndRdx(47) Range(48)
49) --> Swift==> Empty(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Assassination==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Hope it helps!
Kaiser -
Well, your Brute should be generating Fury nonetheless, because Fury is created through attacks you use, and attacks your opponents inflict upon you as well (it does not matter if those attacks miss or not, they count anyway). So as long as someone ist hitting your Brute, he will generate Fury.
You are right, most Brutes have problems with Defense based secondaries, but especially with SS you should have the ability to get around that. I don't know if you've slotted it, but get Rage at 18 and 6 Slot it with 3 Recharge 3 ToHitBuff. You will have permanent BU and enough added accuracy that you should get through that little defense of an EA Brute. Basically, you will have Rage twice for a short amount of time, with full fury bar + 2 Rage active... Just use Knockout Blow and not alot will stand in your way!
Kaiser
P.S.
Another problem could be, that you are X/Stone. Stone lowers your attack speed, you won't be able to throw attacks like for example a X/Ele Brute. -
Sorry, I was referring to the post above, meaning the Energie Transfer.
Like you, I remember my Brute being strongly buffed through Kinetics as well.
Last time I heard, Fury itself only generates something around 300% Damage-Buff and 300% is never fully reached. Basically you will never get to 100% Fury Bar, as it drops 5% each second, so every second you push it up to a 100%, it instantly drops back to 95%.
Kaiser -
I have one problem with my Ninja/Poison, my henchmen do seem to love to fight from a distance and I can't do anything about , but actually manually command them to move next to the mob.
In the very first levels it kinda worked, but ever since they got ranged attacks, it seems like they are mad, running back and forth. They act like they constantly need to decide between melee and ranged attacks, but end up using the more inefficient ranged attacks... I remember ppl were talking about some AI bugs with melee henchmen getting ranged attacks, but I thought/hoped it was fixed...
Kaiser