Dr. Fus *Girls Only* Guide for MA/REGEN Stalkers


Binary10

 

Posted

[u]Dr. Kung Fu’s *Girls Only* Guide for Martial Arts / Regeneration Stalkers[u]

There are currently are no Guides to being a Martial Arts Stalker. If you are not planning on making a “Lady” toon and your reading this anyway, well I guess that is Ok. But you should pretend to be embarrassed, as if you just got caught reading a Cosmopolitan magazine article plastered with girlish pictures and lots of pretty pink! And I’m making fun of you!

I never made a Guide before – but considering my experience with my character I can’t sleep at night knowing there might be some people who get turned off from playing a “Martial Arts” character concept just because there is no guide for Stalkers. So I really had to write this down so you would see there is hope.

I’m not going to throw numbers at you. I’m not going to tell you that “Martial Arts” is a better choice than “Energy Melee”(I never played one). If your thinking about playing “The Invisible She Hulk” or a “Pom Pom Queen of Death” then go right ahead and make an Energy Melee, but if you *Points Accusingly* came here because you had a character concept for Martial Arts then I’m here to tell you that if you play “Martial Arts” you won’t be sorry. =)

[u]Why We Love Martial Arts?[u]

Nothing can portray “Powerful”, “Sexy” and “Girl Power” quite the same way as Kung Fu kicks in Stiletto high heels.

Martial Arts is the new Pink, it’s fashionable. Considered to be an underdog set, not allot of people are willing to do Martial Arts and if you do you will really stand out. Don’t worry MA is not a weak attack; if you don’t believe me go see what the scrapper guides have to say. Most importantly Martial Arts are allot of FUN!


[u]What to Expect Playing With Martial Arts? [u]

• Expect to do allot of kicking! Most of our attacks are kicks and they are good fast attacks that dish out decent punishment while having allot of “Style”. The Animations for this set look cool.

• Martial Arts has attacks with control type side effects such as: a “Knock Down”, “Disorients” and also a “–Fly/ Slow-Attack” effect. These side effects add “flavor” to attacks that would otherwise be just plain boring but high damage numbers. I wouldn’t want to trade the side effects for more damage because it’s simply more fun with the fluff.

• Martial Arts has a small accuracy bonus which is helpful when considering that using Set “Melee Damage” IO Enhancements tend to diversify enhancement bonus towards adding “Recharge” and “Endurance Reduction” bonuses the added small bonus to “Accuracy” will help bring it up from what your missing from using standard SO Enhancements or common IO.




[u]My Martial Arts / Regeneration Character Concept[u]

My original Concept for Dr. Kung Fu was that she would use Martial Arts. That was pretty much set in stone from the beginning. I choose Regeneration as her secondary power because:

1. I am used to healing as my main is a “Dark/Dark” Corrupter. So I already have practice at monitoring my health bar.


2. Good strong heal powers are a rarer in CoV then they are in CoH… In general the heal powers aren’t as strong and have smaller areas of effect. There is no Empathy for Villains. Having your own strong self heal will counter balance this keeping you alive.

+ Pros + If you like to be able to be the last girl standing and be able to Survive team wipes while continue scrapping your way through these dangerous situations, then this is a good set for you.

- Cons – I found out very early that Area Effect will hit you and break your hide and also ruin your opportunity to land the “Assassin’s Blow” attack on your opponent. This is a byproduct of regenerations “Heal” defense instead of damage avoidance. Other Sets have Area Effect defense, where as with regeneration you really need to choose your placement carefully to avoid “hot” spots where you suspect mobs will be throwing Area Effect attacks.

[ QUOTE ]
Binary10



"The thing is, hide itself has a base 37.5% defense to AoE (That I believe can be enhanced) while it is unsuppressed. I'm sure this is to aid in getting off an AS while opposing a damage toggle and other such PBAoE attempts, but it means you're not defenseless to AoE. They can still hit relatively well as 37.5% isn't enough to floor enemy hit chances, but it definately helps. Hide's defenses against everything else are significantly lower, it's only AoE that it has the huge protection against."

[/ QUOTE ]

[u]About Inspirations: [u]

You don’t have any Defense besides your healing. Keeping tons of purple “Luck” inspirations handy will go a very Long way. Luck has great synergy with regeneration so always fill up your inspiration with Purple luck.


THE POWERS – Listed by Level


[u]Level 1[u]

Martial Arts - Storm Kick or Thunder Kick (If you have Cobra Strike then )

The animation for Storm Kick wins in my opinion. Storm a spinning kick where as Thunder is just a basic quick kick. Storm Kick hits harder and recharges slower and as a result also has a better Endurance cost per Damage point. Thunder Kick is about twice as fast to recharge and has a chance to disorient. Personally I had the “Sands of Mu” Veterans rewards and I like heavy hitters that require less clicking so I took “Storm kick” as my level 1 power.

You might want to think about taking “Thunder kick” if:

1. Your in love with the Disorient and want to chain-stunlock Bosses in conjunction with Cobra Strike.


2. If you don’t have the veteran’s rewards attack yet, Thunder Kick will certainly fill up your attack chain at lower level while you have fewer attacks.


3. If for some reason you don’t like the storm kick animation.


You will NOT want to take both “Storm Kick” and “Thunder Kick”, because you are going to want to take the stronger attacks that come later on to fill your attack chain.

3 slot which ever attack you pick as soon as you can and later 4 or 5 slots as needed.

Regeneration – Hide

Hide is the starting secondary power for Stalkers. It is a toggle that grants you stealth when you are not attacking or being attacked. It takes a few seconds of Non-Combat to turn hide mode back on. Make sure you stay out of the way of area effect powers as they will ruin your hide and thus your chance to use your “Assassin’s Blow” attack. Regeneration has no defense verses Area Effect attacks and if you get hit you will appear and they will see you. Recognize the AE mobs and try to stand off to the side or behind out of the way from the mobs that will be using Area Effect on the aggressive members of your team that “beat” you to the agro. No matter where you stand just make sure that when you do attack and “Appear” to the mobs you aren’t in a position that will agro even more enemies as this will make things difficult and will surely not impress your teammates.

I have 1 slot in this power (Endurance Reduction). It works well just the way it is. Remember that the defense only helps while you are hiding.

[ QUOTE ]
Stasis_



"throw 2-3 defense in hide and you almost never get hit with aoes. it's really sweet. it pretty much floors most mobs in PvE, just keep in mind that once you are surpressed, your aoe defense is totally shot. it goes down to like 3% or something cruddy."

[/ QUOTE ]



[u]Level 2[u]

Martial Arts - Crippling Axe Kick

Don’t skip Crippling Axe Kick. At first I was a little disappointed because of the animation time before the attack goes off. (I was expecting something more like “Crane Kick” and for a moment I thought I should have maybe taken thunder kick but the more I got to use it the more I thought it was alright and then later I was really glad I had it. It hits slightly harder then Storm Kick and take less endurance. The animation is slightly longer, however the recharge rate is slightly shorter then “Storm Kick” so it balances out so that the attack will be ready after your next Storm Kick. The best thing about this attack is all of the nasty crippling side effects!

Nasty Side Effects

1. –fly : Highlight flying target, select this attack, Jump within range or jet pack and watch them crash to the ground where you can beat them with all your other melee attacks one after the other.


2. Short Immobilize effect to stop runners.


3. Debuff targets attack rate: Recharge Enhancements will instead of recharging this power faster gives the target SLOWER attacks speeds

Stopping runners, taking down fliers while adding a debuff makes this attack very likeable. It’s an attack that makes all your other melee attacks come together in situations you might not be able to get them off. So it is a really great power.

The animation for this Kick is your character bringing her leg up in a vertical sort of “standing split” and then bringing her heel down on the opponent.

At low levels 3 slot this and then later 4 or 5 slot it when you can. I noticed from my IO set that +Recharge Enhancements add +bonus% to slow attack speed. You can also add Slow Enhancements but these don’t seem to have the same effect. Recently I added a high priced Slow IO Set enchantment and I really miss it the way it was with the Melee Damage IO Set. The moral of the story: Keep the Damage and Accuracy up and any Recharge bonus you get here from your Set is going to be nice for the debuff. Don’t add slow… it doesn’t seem to help or even slow movement? :-p and you don’t need Endurance reduction for this one.



Regeneration - Fast Healing (with So's)

Fast Healing is not a bad power; it’s certainly something you’re going to want to come back to later. Fast healing is a passive heal that is always on regenerating your life. It helps you regenerate about twice as much as “Health” does from the Fitness power pool and they will stack with each other. It’s a good power but right now at low level taking down your enemies faster will keep you from getting hurt. Fast healing will help you allot more once:
1. Battles start taking longer to resolve
2. You’re using SO or equivalent Upgrades and can 3 Slot this puppy with heals.

For now skip this Power and take a second attack.






[u]Level 4[u]

Regeneration- Reconstruction

Now you can take Reconstruction, and I highly recommend this as your first defensive power. Reconstruction is a clickable self heal. This power is effective because there is no toggle sucking your endurance away while you are not being attacked and you can be at full attack force. The only time it takes endurance is when need to click it…. But that is when you need it and you should be glad to pay the endurance cost at that point you’re going to want to slot this one up so that you get full benefit from %Heal Bonus and %Recharge Bonus. "Endurance Reduction" also helps so using a heal Power IO sets is not out of the question.
I’m at 5 slots for this now and eventually want this to have 6.




[u]Level 6[u]

Martial Arts - Assassin’s Blow Wow! Six happy faces, this is your best attack.

Skip the Power pools for now. You can now take Assassin’s Blow. This is a great power and is probably one of the things you were looking forward to about being a stalker. The high damage comes out while you’re in “Hide” mode and don’t even think of using this power in an attack chain. It’s not that kind of attack. Once you get “Placate” you will be able to pop it a second time at full force in the same battle. It’s Important to note that if you’re not hiding but will be soon in a few seconds you can start the Assassin’s Blow attack before Hide turns on and you will get Full damage as long as the hide turns on before the actual attack goes off. Because of the high damage of this attack sometimes you will learn that if you haven’t attacked or been attacked for a few seconds your going to do more damage waiting for your hide to kick in so you can dish this attack out.

You’re going to want to 5 or 6 Slot this power.

The Assassin’s Blow animation is a crouching smack with your fists and not a kick.




[u]Level 8[u]

Martial Arts - Focus Chi
From your primary you can take Focus Chi which is a good one! It’s not an attack but it will make your attacks do more damage and hit more often. Great! It doesn’t last very long however so click it on right before your about to unload your big damaging attacks and don’t waste anytime. Eventually you will want to 3 Slot Focus Chi for Recharge and maybe later on add 1 +to Hit buff if you can spare an extra slot (why not?).

Power Pools – Speed or Fitness

A really good option is Haste from the Speed Set. Haste is really great for Martial Arts / Regeneration stalkers and I highly recommend it because it will make both your attack powers come out faster, as well as at the same time it make your Clickable Heals and Defense Powers Recharge faster.
3 Slot haste for Recharge when you have the slots to do so
The Speed set is a really good power because of Haste and because of Super Speed which you can take at level 14 if you already have Haste. Super Speed will really help you get around fast and also for a melee class will really help in combat to close in distance to your enemies and to retreat. Super speed also has a Stealth bonus for PvE when hide isn’t up yet and it won’t make you transparent so you will still know exactly when your hide turns on for Assassinate.

If you don’t want Focus Chi or Haste right yet, you might consider starting the Fitness pool now because you will have to eventually for Stamina and also you do want Health. Hurdle is a good option for now because it will make you move allot faster when you jump and also make you jump a higher which is good for both your attacks and Movement. Swift is an ok choice as well to get this set going especially if you’re a chatter box like me and like to leave auto run on so you can type. The Fitness set is important and if you don’t take Stamina which is available on or after level 20 it’s really going to hurt your performance and you will have problems. The Health Power available at level 14 will also be very good because it will add to your passive Regeneration Defense: Fast Healing, Integration and Instant Healing.





[u]Level 10[u]

Regeneration - Dull Pain

Now at this point you can take Dull Pain as well. Dull Pain is another clickable heal however it also is a 40% Hit Point Buff! So there are few ways to use this. At first you won’t be able to always keep it up as a Hit Point Buff so you can turn it on right before you are about to jump into a dangerous situation. This method is good if you have team that will be healing you as per the higher hit point make you harder to take down. A second method is to save it as a Second Heal. The heal is strong and chances are after you use your First Reconstruction and then Dull Pain your Reconstruction will be back up for third heal when you need it. The last method is once you get enough Recharges and Haste you can have a Permanent Buff up always, it may seem wasteful to do this but having more hit points will make you regenerate Faster!

I have this 2 slotted with heals but for perma Dull Pain buff 3 slot with recharges.




[u]Level 12[u]

Martial Arts – Placate

Placate will give you a second chance to use an “Assassin’s Blow” by giving you a short duration hide effect. Placate is really nice for taking out bosses and those tough mobs that won’t go down easy. By being able to hide during combat you will be able to do either an Assassin’s Blow or a Critical with a regular attack on your next attack provided you haven’t been hit. Placated targets will not attack you but other mobs still can. Once you attack the placated target it will attack you again. I wasn’t able to take placate right away but by the time I picked it I really thought that I might have been missing out on allot of extra damage. For now I still have this 1 slotted with a recharge which suits me just fine.




[u]Level 14[u]

Power Pools - You can now take a Travel Power




[u]Level 16[u]

Regeneration – Integration

Integration is Awesome. This is your First toggle and it’s a really super good defense power. Integration has a passive regeneration power that heals about Twice as fast as “Fast Healing” and it stacks with it and with “Health”, “Instant Healing”. Besides making you regenerate at a very rapid pace it also gives you Resist: Disorient, Knock Back, Immobilize, and Sleep!

Wow I can’t say how happy I am to have this Power! 3 Slot this with Heals




[u]Level 18[u]

Martial Arts - Cobra Strike ?have yet to try?
After reading Redlynne's post I speculate for MA/Regen Stalkers that it could be or
(Her full post is just below this guide.)

For Now at this level, I recommend skipping this power in favor of the fitness chain.

[ QUOTE ]
Redlynne




As with so many powers, CS doesn't really "shine" until you've slotted it up. The main thing you have to realize though is that CS is not a DPS output type power, it's a Control power.



With Quickness in play (not an option for Regen, but still, take heed), my MA/SR scrapper can, with 1 accuracy SO, 3 disorient duration SOs and 2 recharge reduction SOs, reach a "Boss Killer" power level with Cobra Strike. What am I referring to with such slotting? The disorient enhancements increase the duration to 20 seconds, and Quickness plus the recharge enhancements reduces the recharge time down to 10 seconds.



This means that I can double stack Cobra Strike with high reliability on my $Target.



Using (common!) level 50 IOs I'd probably be using 2acc/2stun/2recharge.



Now consider that the stun on Cobra Strike synergizes with both Eagle's Claw and Thunder Kick ... and Thunder Kick recharges FAST. This means that it's entirely possible for you to "drunkify" a Boss (for the rest of their time on their feet) within seconds after starting a fight, simply by stacking either TK's disorient proc (10% chance) or EC's disorient proc (75% chance) after landing your opening alpha on a Boss, which should be Cobra Strike. Usually if you can stun your $Target Boss within seconds, they'll NEVER get a chance to even strike back before you've got Cobra Strike double stacked on them until they're defeated.



Cobra Strike is not a Damage power, it's a CONTROL power, and should be used accordingly.

[/ QUOTE ]

MA/Regen Stalkers Don't have Quickness, but you DID take Haste right? If haste is up currently and you have some Recharge Enhancements slotted then her Stun-Lock strategy should be "almost" as good. One thing to point out though, as a Stalker this will not be your first choice of attack. If you are Hiding your not going to want to toss away your "Assassin's Blow", the damage is just too good.

Cobra Strike can be your first attack once you start scrapping through the fight.




[u]Level 20[u]

Power Pool- Stamina may be available if you already have 2 other Fitness Powers.



Regeneration – Resilience ?have yet to try?

Besides stamina Resilience is available. For me this is skip for now power. At level 34 I’m still very happy with “Integration”. Resilience offers minor resistance to Lethal, Smash and Toxic as well as Disorient. It will also reduce the Duration of the Disorient. Someone I was grouped with pointed out to me that I didn’t have this yet and told me it was very handy as per disorients from wakies go away in 3 seconds. To me it seem a bit frivolous to take it at this point in time. Especially since I can use Break Frees to snap out of wakie disorient if I need to. Integration will stop pretty much every other disorient in PvE so far.




[u]Level 26[u]

Martial Arts- Crane Kick

You can now take Crane Kick! This is a really awesome kick and will be allot of fun and a bit of a power trip to use. Throwing your opponents across the screen like rag dolls and knocking them down! This kick will get allot of attention from people and they will tell you that it is a nice kick. This is really the kick you always wanted. The Animation is pretty fast and you do Hard High Damage as well have good chance to Knock Down your enemy. Be careful where you aim as you can send one mob over a balcony aggroing many more below in unexplored areas. Instead try to aim to send your targets into safe areas that are clear (such as over the edge of a balcony where you have already cleared under) or even better places where there are tar pits or Ice slicks and places your friends can beat them up. Besides having a side effect that is a powertrip it also lets you interact with your surroundings by using the terrain to your advantage.

Take this Power and 4 slot it the very next level.




[u]Level 28[u]

Regeneration - Instant Healing

This is a Clickable Regeneration Power that will make you regenerate about 5 times as fast as Integration for the duration! The recharge rate is very long. Basically when you’re going to be taking large amounts of Damage consistently this is a good Power to have on. Is it a good power? Yes it will save your butt when the going gets tough. Right now I have this one slotted for Healing

Alternatively if you haven’t taken Fast Healing this could also be a good time to take it.




[u]Level 32[u]

Martial Arts - Eagle’s Claw

Eagle’s Claw is another great Kick! Now that you can take this you don’t want to miss it. The animation is a Drop Kick with a back flip off from their face back to where you were standing. This attack will be your Heaviest Damage hit aside from Assassin’s Blow. It has a Bonus chance to critical as well as a chance to disorient your target. The animation all together is actually pretty long. First you do the Drop kick to the face which doesn’t really take very long, then damage and effects are applied, the final animation takes place where you flip back which takes a few moments. Now the good thing about doing the damage first is that if they are dead or disoriented the remaining animation won’t have as negative repercussions.

Take this Power and 4 slot it the very next level.

Now that you have Storm Kick, Crippling Axe Kick, Crane Kick and Eagle’s Claw you won’t need “Sands of Mu” anymore.

Considering that I’m only level 34 these are the only powers I have tried….

This is all of the Martial Arts power set, however regeneration contains two more additional powers unavailable to me yet because I’m only level 34.

At Level 35 the second last power from the Regeneration set is available: Revive. This is a self Resurrection . Despite what people say I see a usefulness to this power as per it will allow you to forget about holding Awakens and hold more “Luck” inspirations that will help prevent you from dying in the first place. : ) However, I will probably take Cobra Strike this level. Other powers with more allure might be: Resilience, Concealment, Super Leap, Teleport or maybe Fly.

Finally at Level 38 you can get the last regeneration power: Moment of Glory. Considering the amount of controversy over this power it is probably NOT a good choice but defiantly something to try out. Everyone makes it sound like so much fun, even some of those that say they dislike it. I look forward to trying it to see why everyone is talking about this.


 

Posted

[ QUOTE ]
Martial Arts - Cobra Strike ?have yet to try?

Endurance is becoming more of an issue and this could be a good level to work on your fitness as Cobra Strike is the only new option. That being said I Don’t hate Cobra Strike. I have not yet got to try this attack as a stalker yet, but I have with a low level scrapper which has this power. It has a good strong long lasting disorient but only does token amount of damage. In theory you might be able to get off a second “Assassin’s Blow” because it lasts so long… This is probably a power I will come back to at a higher level because it can be allot of fun and useful. For Now I recommend skipping this power in favor of the fitness chain.

[/ QUOTE ]
I have Cobra Strike on my MA/SR scrapper, and I have it 6-slotted for SOs. Cobra Strike is my Boss Killer Power.

As with so many powers, CS doesn't really "shine" until you've slotted it up. The main thing you have to realize though is that CS is not a DPS output type power, it's a Control power.

With Quickness in play (not an option for Regen, but still, take heed), my MA/SR scrapper can, with 1 accuracy SO, 3 disorient duration SOs and 2 recharge reduction SOs, reach a "Boss Killer" power level with Cobra Strike. What am I referring to with such slotting? The disorient enhancements increase the duration to 20 seconds, and Quickness plus the recharge enhancements reduces the recharge time down to 10 seconds.

This means that I can double stack Cobra Strike with high reliability on my $Target.

Basically I can open up on a Boss with Cobra Strike ... and 10 seconds later, Cobra Strike again. By the time the first CS wears off (at 20 seconds), CS has recharged already and I just hit them again. Basically I can chain-stunlock Bosses with Cobra Strike alone until they drop to their knees and faceplant at my feet. I can use Cobra Strike in this manner to "switch off" just about any foe indefinitely, short of purple triangles. Cobra Strike is quite reliable in this configuration and allows me to engage multiple Bosses with ease, including anti-SR types such as CoT Bosses who have auto-hit damage auras ... because I have Cobra Strike to "drunkify" one of those Bosses so I'm taking a LOT less damage (and am thus far more survivable than I would be otherwise).

I use Cobra Strike like this to make situations safe for my teammates and for myself that would otherwise be nailbiters. Do NOT overlook the power of being able to double stack the stun MAG of Cobra Strike ... especially since stunned opponents drop their toggles.

And bear in mind that my slotting above is only using SOs. Using (common!) level 50 IOs I'd probably be using 2acc/2stun/2recharge. I do however have Tactics to help out with the (minimal) Accuracy slotting.



Now consider that the stun on Cobra Strike synergizes with both Eagle's Claw and Thunder Kick ... and Thunder Kick recharges FAST. This means that it's entirely possible for you to "drunkify" a Boss (for the rest of their time on their feet) within seconds after starting a fight, simply by stacking either TK's disorient proc (10% chance) or EC's disorient proc (75% chance) after landing your opening alpha on a Boss, which should be Cobra Strike. Usually if you can stun your $Target Boss within seconds, they'll NEVER get a chance to even strike back before you've got Cobra Strike double stacked on them until they're defeated.

And that's not even including taking LTs or Minions out of the fight before it even begins. Yes Malta Sappers, I'm looking at YOU. Yes Snipers of Annoyance, I'm looking at YOU.



Cobra Strike is not a Damage power, it's a CONTROL power, and should be used accordingly.


It's the end. But the moment has been prepared for ...

 

Posted

That Sounds like a great strategy for Cobra Strike. I'm really looking forward to trying it out soon!

Thanks for helping out with this MA stalker guide Redlynne! As soon as I figure out how to quote you I'm going to add it to the Cobra Strike review considering your experience will be much more valuable then my conjecture.


 

Posted

Quoting is as simple as putting the word "quote" with sqare brackets around it at the beginning and then "/quote" with square brackets around it at the end.

Note: don't use the double-quotation marks and square brackets are these: []

Example: placing a left bracket "[" then the word "quote" and then "]" and ending with a "[" then the word "/quote" and then "]" now:

[ QUOTE ]
As soon as I figure out...

[/ QUOTE ]


 

Posted

[ QUOTE ]
Thanks for helping out with this MA stalker guide Redlynne!

[/ QUOTE ]
We aim to please ...
(although in this case we are pleased to aim ...)


It's the end. But the moment has been prepared for ...

 

Posted

Having been mocked quite thoroughly for reading the guide when I'm not planning on making an MA stalker, I noted this bit and can provide a little extra information.

[ QUOTE ]
- Cons – I found out very early that Area Effect will hit you and break your hide and also ruin your opportunity to land the “Assassin’s Blow” attack on your opponent. This is a byproduct of regenerations “Heal” defense instead of damage avoidance. Other Sets have Area Effect defense, where as with regeneration you really need to choose your placement carefully to avoid “hot” spots where you suspect mobs will be throwing Area Effect attacks.

[/ QUOTE ]
The only Stalker set to get any AoE defense except for Hide before level 35 is Ninjitsu, which has a base 13.875% defense to AoE in Danger Sense. The other one that gets any is Super Reflexes, which gets Evasion (At 35) and gains 21.375% defense to AoE then.

The thing is, hide itself has a base 37.5% defense to AoE (That I believe can be enhanced) while it is unsuppressed. I'm sure this is to aid in getting off an AS while opposing a damage toggle and other such PBAoE attempts, but it means you're not defenseless to AoE. They can still hit relatively well as 37.5% isn't enough to floor enemy hit chances, but it definately helps. Hide's defenses against everything else are significantly lower, it's only AoE that it has the huge protection against.


 

Posted

throw 2-3 defense in hide and you almost never get hit with aoes. it's really sweet. it pretty much floors most mobs in PvE, just keep in mind that once you are surpressed, your aoe defense is totally shot. it goes down to like 3% or something cruddy.


 

Posted

My Sister and I love our MA / Regen Stalkers (and our MA / Regen Scrappers ) though she has gotten turned on to the pink Pom Poms of Energy.

Since we have wings on 90%+ of our characters Fly is a must for us; we found the following to be our best so far.

Level 1: Sands of Mu, Brawl, Storm Kick and Hide.

Level 2 : Crippling Axe Kick

Level 4 : Reconstruction

Level 6 : Assasin's Blow

Level 8 : Air Superiority

Level 10 : Fast Healing

Level 12 : Swiftness

Level 14 : Fly

Level 16 : Integration

Level 18 : Cobra Strike

And that is our highest MA Stalker right noe.

We found the Air Superiority works great with Sands of Mu and all the kicks.

Our standard attack (at level 18) goes:

From flight:
1. Assasin's Blow
2. Air Superiority
3. Crippling Axe Kick
4. Storm Kick

and if the mob is still kicking... Sands of Mu

I should mention that we are Roleplayers...
So we are not after the Build of the Moment, we are after what best fits the concept of our characters.


Seryphim : Virtue : Empath/Archery Defender
Fueur-Engel : Virtue : Fire/Thermal Corrupter

 

Posted

Wow, I should have started this thread a long time ago because these posts are really filling in details I didn't know. This is becoming everything I was looking for when I was level 6 and bewildered that I needed to resort to the Scrapper guides to find out about my Martial Arts Stalker. Thanks Guys!

As far as the Area Effect problem: I was comparing myself to a friend with "Energy Melee / Ninjitsu" who had no problems getting caught in Area Effect damage and still getting "Assassins Strike" off. As stated above I was only using one Endurance enhancement and Now I know what to do if I want to get more Strikes off while Hiding. *MENTAL NOTE* Put more Defense Enhancements in Hide.


Seryphim:
I love the idea of flying Kung Fu!
Myself I was hooked up on the idea of having "Haste" to increase both attack Rate and Heal Rate (I still think haste is a good idea) but now I can see how taking an extra Attack from a Power Pool helps complete your attack chain and lets you get fly. I'll have to try "Air Superiority" and "Fly" one day.

Fu


 

Posted

Fighting with Fly is ... not recommended ... if you're planning on not falling out of the sky following 20 seconds of exerting yourself to output damage. The endurance drain of Fly is prohibitive to sustained combat operations in the sky, and the imprecise decelerations of Fly are ... not helpful ... for getting into (and staying in!) melee range of a $target. Some players "learn" to compensate for the "squooshiness" of Fly's accelerations and deccerlations by developing a feel for the movement, but it's not something which is inherently intuituive.

If you want to be an effective aerial Scrapper, who has some sky-side endurance for longer fights, I'd actually recommend using Hover+Swift slotted with Fly enhancements each, and if you're */SR adding Quickness and more Fly enhancements.


It's the end. But the moment has been prepared for ...

 

Posted

Very nice guide--thank you, Doc! I just started a MA/Ninjitsu Stalker last night and I was looking for a guide.

Just one comment regarding the use of Recharge enhancements in powers--such as Crippling Axe Kick--that have a slow effect. My understanding (from playing two Ice/Kins--in which both the primary and secondary powersets have powers that slow your opponent), is that Recharge enhancements will actually make your power recharge faster and will also improve the slowing component of the power against your target. Theoretically you could really slow an opponent by having both Recharge and Slow enhancers, but that is probably overkill (and you are better off with Damage or another effect instead of Slows).


CGU:
Honor Harrison: 50 PB

CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B

 

Posted

I hope you dont plan on pvping with this, if you do dont expect a lot, though pve you could probably slap together any build and do great


 

Posted

One thing I wanted to add about Cobra strike... if you slot in a couple of disorient durations, you can RELIABLY re-hide and AS a second mob, such as a troublesome lieut, during their drunk period. Not terribly valuable during the later levels, since your other attacks can outdamage it, but between level 20-30 when you are finally starting to figure out what 'survivability' means it can prove invaluable.
It's also EXTREMELY useful taking out twin-spawns in RWZ. It's nice to be able to stagger the lut and then hit the boss with a second AS without it getting interrupted.