Stalkers and Stamina


Derangedpolygot

 

Posted

I'm thinking of rolling a stalker soon (still in the planning stages of an Elec/Ninjitsu), and checking out whatever guides there are.
Most guides don't seem to include stamina. Is this unique to those guides or do stalkers just not need stamina very much?


 

Posted

I find Stalker take extra time to set up the next Assassin's Strike. More time to recovery endurance, less need for Stamina.

Still nice to have, I use it for my Claw/Nin.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

It depends on how you want to play your stalker. If you are going to AS and hide, then you can get by with out stamina. If you want to scrap the I recommend stamina.


Dirges

 

Posted

Stalkers with Stamina are much more useful to a team since now they can scrap it out very effectively. But I usually delay stamina to 28 on my builds due to too many key powers I want ASAP (Placate, BU, AS, travel). Or you can delay your travel power but I do just fine with Stamina at 28ish.


 

Posted

I've only gone without Stamina on one Stalker, an Elec/Regen, probably the best combo to do that with. I did use a Miracle and Numina unique though. You can do without if you "pace yourself", but unless your natural pace is pretty slow you will be pausing for end or resting at times. If you only solo and don't mind going slow you'll probably be fine. Where it will really start to hit you is later on when you start running into EBs all the time. You'll either have to load up on inspirations or Placate+rest mid-fight. Good luck fighting Biff without Stamina or some other hefty +recovery.


 

Posted

Stamina can be a contentious subject, but it really boils down to a very simple fact: It takes endurance to cause damage. If you're using less endurance than someone else, odds are decent you're doing less damage. This is the hint for AS-and-Hide Stalkers that they need to look at how effective they are really being vs. the "one big orange number" they occasionally see. They don't need a lot of endurance becuase, frankly, they aren't being very effective. They aren't doing nearly as much damage as they think they are. If they were, they'd find that they did need more recovery, however it's gotten (stamina, IOs, endrdx, etc.)

Or to put it another way: "There's no free lunch."


Villains: Annie Alias, Dr. Amperical, Shade Golem, Knight Marksman
Heroes: The Clockwork Mime, Soccerpunch, The Fissioneer, Samurai Houston, Oversteer

Join The X-Patriots on Virtue!

 

Posted

I tend to delay my travel power until 26/28 so I can fit in stamina around 22 depending on the secondary/primary choices. I make do with the temp travel powers (zero-g pack and flight pack) until then. Generally I pick up powers in the following order:

Level 1: Hide + Attack 1 (generally biggest attack available at that level)
Level 2: Attack 2
Level 4: First defensive power (Ninja Reflexes, Reconstruction, Kinetic Shield, etc)
Level 6: AS
Level 8: Build up
Level 10: Second defensive power, third attack or swift/hurdle
Level 12: Placate
Level 14: Second defensive power, third attack or swift/hurdle
Level 16: Third defensive power, usually mez protection unless that was avaible at L10 (Kuji-in Rin, Integration, etc)
Level 18: Third attack or swift/hurdle/health
Level 20: Health or stamina
Level 22: Stamina or defensive power
Level 24: Movement Pre-req
Level 26: Movement power or attack
Level 28: MOvement power or attack

This is pretty much my build pattern for all stalkers. My most common secondary is Ninjitsu and I get stamina by 22 on all those builds, putting off my movement power until 26 or 28 (depending on whether the level 26 attack power is worth taking right off). About the only secondary I can see fitting in stamina AND a travel power by 22 is regen - because you can get by with just reconstruction and integration until L24, when I take dull pain. Then I go with air superiority as a third attack at L10 and can take swift/health/stamina at L14,18 and 20, fly at 22. All the other secondaries really need at least 3 powers to give you full protection, generally 2 defensive toggles of some kind and a status protection power (toggle or click).

My theory is that a flight pack+ GvE jump jets = max fly speed between missions and the zero-g pack lets you get around quickly when the GvE bonus power is down but if you run low on stamina you have to stop playing (to rest or just stand around) or suck down inspirations, so I would rather have stamina first. Plus I like to scrap a lot after the initial AS.


Globals: @Midnight Mystique/@Magik13

 

Posted

I would say always take stamina. A lot of guides are outdated, and back then the best thing a stalker could do was the Assassin Strike, then wait for hide, rinse & repeat. Now, any stalker who does that either hasn't evolved as a player, or just doesn't know any better. The only time you should NOT take stamina is when going for staminaless builds. An example would be Energy Aura, as it has Energy Drain.

So don't think of a stalker as a one hit coward anymore, we're more like sneak and obliterate.


When all hope seems to have drifted away.. and the shadows of death creep closer. Do not fear or cower.. do not make peace or seek salvation. For I will be there, supporting your movement. So give me your pain, weakness, despair, fear and doubt.. The Light will grant you another stand.

 

Posted

[ QUOTE ]
I'm thinking of rolling a stalker soon (still in the planning stages of an Elec/Ninjitsu), and checking out whatever guides there are.
Most guides don't seem to include stamina. Is this unique to those guides or do stalkers just not need stamina very much?

[/ QUOTE ]

Id say maybe Electric Armor and Energy Aura can go without Stamina, but the others all do well to take it.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

QR

Take it late 20's, scrap it out, make teams go wow.