Dark/Dark Stalker


Daemodand

 

Posted

Hello. Anyone able to give good dark/dark stalker build? Fly would be travel power, and Soul Mastery would be Epic Powerpool!
It's all I know, looking forward to help from all of you...


 

Posted

Dark/Dark/Soul is my main villain. I have 2 builds but neither would appeal to you as I prefer the Leaping Pool.

Dark Armor is a tough secondary to love because it is resistance based on an AT that doesn't have much HP to play with, requires toggle management to leverage the benefits of Hide, and is somewhat end heavy, but not unmanageable. It has a great heal but its activation time is sometimes painfully long. I find myself many times just punching my way out of danger, and then resting to recover health, just because I dont want to let up on the offense.

I personally love it, always have. But really there is no "best" build for it. Just play the way that feels right for you and you will have fun.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

I've got a baby D3 Stalker and the combo seems really great. Plus, you've got the scariest looking Assassin Strike of all (big skull with glowing red eyes followed by your opponent's soul being ripped from its body FTW).

I could see dropping the offensive toggles in favor of the Fighting Pool. But time and experience will tell.


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Posted

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.