A START of a Elec/Regen Stalker guide. Help me fin


-CosmicBlaze

 

Posted


So, my weakness in builds is slotting, tbh I haven't quite grasped all the io sets yet, as when I played there weren't any and I've only been back for 2 weeks.

I spent a few hours talking to stalkers on freedom last night and one persons build interested me the most. Myself and thugsrus are building 2 stalkers to pvp in zone, or arena side by side. His will be a spine/wp (he's currently looking for a mids build too, if anyone has one feel free to post it here, or find his thread, tyvm.)

So, on that not, im gonna post the info on what powers I was told to take, and I'm looking for someone to chime in about slotting, and if they think this build will work as well as I was told.

I know stalker forums are alot quiter then brute/scrapper, but i hope some people chime in on this, as I'm really lost when it comes to slotting.
=============================

Elec Melee/ Regen
Powerpools: Speed, conceal, leap, fitness, soul mastery.

Elec melee:
Havoc Punch, Assassins shock, build up, placate, thunder strike, Lightning Rod*.... thats it!

Regen:
Hide, Fast Healing, Reconstruction, Dull Pain, Integration, Instant Healing, Moment Of Glory.

Speed:
Hasten

concealment:
stealth, invisibility, Phase shift

Leaping:
Combat jumping**, Super Jump

Fitness:
Hurdle, health, stamina

Soul Mastery:
Dark Blast, Shadowmeld.

Slotting resists, heals, stealth io, and ALOT of recharge.

* I was actually told not to take Lightning rod, and to take Super speed AND SJ, but that seems a waste to me, with the way lightning rod works, and how it will be situational at best in pvp, I think I'd still rather have it over a second travel power. I could be persuaded otherwise though.

**The things that seem out of place for me, are the defense in CJ and maybe even shadowmeld, as regen has very little to no defense, this seems odd. but he swore by this builds extreme survivability.

what do you think?


 

Posted

Definitely need super speed. Don't need fast healing. I'd probably replace FH with jacob's ladder or something. That way you still have an extra attack and don't need lightning rod.


 

Posted

Care to explain why I dont need FH? I was told that "once you become good" you don't need SS and SJ. Jacobs ladder is garbage dmg, i'd sooner not take it.


 

Posted

It shows as more damage than havok punch in mids...It's only slightly less than lightning rod. Is that wrong?

Whoever told you that you don't need SS and SJ is clueless. Without SS, all it takes is ONE web grenade or anything similar, and unless you phase, you're dead 100% of the time.

Of course it can be done....I played my spines stalker for like 2 years in sirens without SS. But it's tough. Pretty much any device blaster or TA anything can completely ruin your day. While if you have SS, they're nothing more than an annoyance.

Lastly, the reason you don't need FH is because regen stalkers aren't really about +regen. +regen is really only useful if you're going to have extended fights, which stalkers don't do. Most of the time, you'll be safely in hide, and it won't make any difference whether you regen to full health in 30 seconds or 40 seconds. Keep in mind, stalkers get a lot less benefit from FH than scrappers in the first place, since they have a lot less HP.


 

Posted

+Cough+ +Cough+ lol it was probably me he was talking too about the ss /sj thing and my words were once you get good you don't need sj not both lol with all the suppression you need good travels. I run Cj on my stalkers, and on my regen, i have mine built for hit and run and i can dig in and fight it out if need be. Ask anyone on freedom who fought the short afro stalker today in the train lol he's pretty tuff we were lolfight clubin and i went on a 10 and 0 streak dueling scrappers and tanks in the train would have probably been 11 until party tp'd me into a gank and i was forced to shadow meld/mog and run out of it. Good try though party if you read this lol, they had a cold fender, two scrappers and a blaster in this tight corner near the station, he tp'd me and the fender debuffed and the fun started so they thought but i lived :P

But i have learned to go with out sj in my latest build, and find soulstorm priceless for my style of play. So it's a worthy trade off for me i didn't want to sacrifice too much. I only use sj on my less survivable builds like my /nin has sj.

Also FH is a awsome place to slot panecea's and proc's like numina's, miricle, regenerating flesh, the panecea proc... i six slot all my heals with a panecea set and a proc on the end of the auto actives and the performance is pretty good. Just because your a stalker doesn't mean you have to hit and cut out all the time, and you of all ppl know in this new pvp, with all the nerfs we took your not just going to run over a tank or scrapper your going to have to dig in and fight to get the kill 9 times out of 10.

Everyone scrapper is regen or wp 90% of the time, i personally like killing hard targets. Sure killing a squishie is 100000000 times easier but way less satisfying imo.

All this also depends on your play style so it's very subjective, for instance some stalkers don't even take stamina. They get in and out before any end issues arise, me personally need my stam thats just me so take everything with a grain of salt.

As far as moves with enough rech you only really need about 4 consistant attacks for a good chain, by the time you cycle one is always up. That's why i suggested that LR is a non mandatory. I run the second attack, TS, AS, Soulstorm, The first ranged attack from the patron and in the zones the vet flurry attack (sorry Ive been drinking my memory is killing me atm lol)

Now if you can't get AS off alot, you may need another attack, but i can get it off pretty good over the years. I'm at the point now alot of times i beat ppl to their landing spot during their jumps most ppl's path is very predictable.

But as i said this is subjective, just to use as a reference and maybe help you along the way gl


The funny thing is, even though you seem like one of the whiners that got the changes made in the first place, you're probably still bad..------Macskull on Crop_of_shaolin

http://ravens-wins.mybrute.com

 

Posted

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Havoc Punch

  • (A) Fortunata Hypnosis - Chance for Placate
  • (3) Induced Coma - Chance of -Recharge
  • (3) Mako's Bite - Chance of Damage(Lethal)
  • (5) Touch of Death - Chance of Damage(Negative)
  • (5) Bonesnap - Accuracy/Recharge
  • (11) Lethargic Repose - Accuracy/Recharge
Level 1: Hide
  • (A) Empty
Level 2: Fast Healing
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Miracle - +Recovery
  • (15) Doctored Wounds - Heal/Endurance
  • (34) Doctored Wounds - Heal/Recharge
  • (37) Doctored Wounds - Heal/Endurance/Recharge
  • (37) Doctored Wounds - Heal
Level 4: Reconstruction
  • (A) Doctored Wounds - Heal/Endurance
  • (40) Doctored Wounds - Endurance/Recharge
  • (40) Doctored Wounds - Heal/Recharge
  • (40) Doctored Wounds - Heal/Endurance/Recharge
  • (43) Doctored Wounds - Heal
Level 6: Assassin's Shock
  • (A) Mako's Bite - Accuracy/Damage
  • (7) Mako's Bite - Damage/Endurance
  • (7) Mako's Bite - Damage/Recharge
  • (9) Mako's Bite - Chance of Damage(Lethal)
  • (9) Touch of Death - Chance of Damage(Negative)
  • (11) Hecatomb - Chance of Damage(Negative)
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 10: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (46) Doctored Wounds - Endurance/Recharge
  • (48) Doctored Wounds - Heal/Recharge
  • (48) Doctored Wounds - Heal/Endurance/Recharge
  • (48) Doctored Wounds - Heal
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Super Speed
  • (A) Empty
Level 16: Integration
  • (A) Doctored Wounds - Heal/Endurance
  • (17) Doctored Wounds - Endurance/Recharge
  • (17) Doctored Wounds - Heal/Recharge
  • (19) Doctored Wounds - Heal/Endurance/Recharge
  • (23) Doctored Wounds - Heal
Level 18: Placate
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 20: Resilience
  • (A) Titanium Coating - Resistance/Endurance
  • (21) Titanium Coating - Resistance/Endurance/Recharge
  • (21) Titanium Coating - Resistance
Level 22: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (33) Red Fortune - Endurance/Recharge
  • (33) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense
Level 24: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Red Fortune - Defense/Endurance
  • (25) Red Fortune - Defense/Recharge
  • (31) Red Fortune - Endurance/Recharge
  • (31) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Defense
Level 26: Thunder Strike
  • (A) Obliteration - Damage
  • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (27) Obliteration - Damage/Recharge
  • (29) Obliteration - Chance for Smashing Damage
  • (29) Scirocco's Dervish - Chance of Damage(Lethal)
  • (31) Eradication - Chance for Energy Damage
Level 28: Phase Shift
  • (A) Empty
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Super Jump
  • (A) Empty
Level 35: Instant Healing
  • (A) Doctored Wounds - Heal/Endurance
  • (36) Doctored Wounds - Endurance/Recharge
  • (36) Doctored Wounds - Heal/Recharge
  • (36) Doctored Wounds - Heal/Endurance/Recharge
  • (37) Doctored Wounds - Heal
Level 38: Moment of Glory
  • (A) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
  • (39) Luck of the Gambler - Endurance/Recharge
  • (39) Luck of the Gambler - Recharge Speed
  • (46) Kismet - Accuracy +6%
Level 41: Spirit Shark
  • (A) Apocalypse - Damage
  • (42) Apocalypse - Damage/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (42) Apocalypse - Chance of Damage(Negative)
  • (43) Explosive Strike - Chance for Smashing Damage
  • (43) Decimation - Chance of Build Up
Level 44: Hibernate
  • (A) Performance Shifter - EndMod
  • (45) Performance Shifter - EndMod/Recharge
  • (45) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - Accuracy/Recharge
  • (46) Performance Shifter - EndMod/Accuracy
Level 47: Assault
  • (A) Empty
Level 49: Tactics
  • (A) Rectified Reticle - Increased Perception
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Assassination
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonuses:
Doctored Wounds
(Fast Healing)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
Doctored Wounds
(Reconstruction)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Mako's Bite
(Assassin's Shock)
  • MezResist(Immobilize) 3.3%
  • 18.07 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Doctored Wounds
(Dull Pain)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Doctored Wounds
(Integration)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Titanium Coating
(Resilience)
  • MezResist(Sleep) 2.2%
  • 18.07 HP (1.5%) HitPoints
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Stealth)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Invisibility)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold) (Exceeded 5 Bonus Cap)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Obliteration
(Thunder Strike)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Instant Healing)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold) (Exceeded 5 Bonus Cap)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime) (Exceeded 5 Bonus Cap)
Luck of the Gambler
(Moment of Glory)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Apocalypse
(Spirit Shark)
  • 16% (0.8 HP/sec) Regeneration
  • 36.14 HP (3%) HitPoints
  • 4% DamageBuff(All)
Performance Shifter
(Hibernate)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Rectified Reticle
(Tactics)
  • 20% Perception



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Posted

Wow I don't even


 

Posted

I wouldn't endorse that build.


 

Posted

eh?

started pvping this week (big ups freedom RV crew)

wtf is that build?


Lurk more, post less.

Vasagi

 

Posted

good stalkers use fly and tp and don't max stealth...tru story.