elec/wp stalker


DarkMaster

 

Posted

[ QUOTE ]
slotting End mod in your attack powers? that's what I call a waste for a stalker =x

One 50 End Mod only adds like 1 to 1.5 end each attacks.

[/ QUOTE ]
1 lvl 50 end mod adds 42% to the recovery debuff, gives you more end if it's awarded that attack and only takes another 4.2% end from target.

CB, HP, JL and CI can all be slotted with an end mod IO. Granted that's not much for 1 power to really be worth it but slotted in all it can be will suck down more end from my target for those longer duels.

Does anyone get good use out of moonbeam for kills? If there's no obstacles around bu+AS+placate+moonbeam should=dead target


 

Posted

Here's a sample of what I'd like to have when I'm done.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Hidden Conductor PVP: Level 50 Technology Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Havoc Punch -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(15), FtnHyp-Sleep/Rchg:50(34), FtnHyp-Sleep/EndRdx:50(34), FtnHyp-Plct%:50(36)
Level 1: Hide -- DefBuff-I:50(A), DefBuff-I:50(3), DefBuff-I:50(31)
Level 2: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(13), Numna-Regen/Rcvry+:50(17), S'fstPrt-ResDam/Def+:30(37), ResDam-I:50(37)
Level 4: Reconstruction -- Dct'dW-Rchg:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(19), Dct'dW-Heal:50(19)
Level 6: Assassin's Shock -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(7), Hectmb-Dmg/Rchg:50(15), Hectmb-Dam%:50(34)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:21(9), GSFC-Build%:50(43), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 12: Placate -- RechRdx-I:50(A), RechRdx-I:50(13), Range-I:50(33), Range-I:50(40)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(37)
Level 16: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(17), LkGmblr-Rchg+:50(33)
Level 18: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(23), Jump-I:50(25), Jump-I:50(33)
Level 20: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(21), ImpSkn-EndRdx/Rchg:30(21), ImpSkn-ResDam/EndRdx/Rchg:30(40), ImpSkn-Status:30(40)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(23), GftotA-Def/EndRdx:40(25), LkGmblr-Rchg+:50(46)
Level 24: Stealth -- LkGmblr-Rchg+:50(A)
Level 26: Thunder Strike -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(27), Erad-%Dam:20(29), ExStrk-Dam%:20(29)
Level 28: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(31), Mrcl-Rcvry+:40(31)
Level 30: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(39)
Level 32: Invisibility -- LkGmblr-Rchg+:50(A)
Level 35: Phase Shift -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Strength of Will -- ResDam-I:50(A), ResDam-I:50(39), ResDam-I:50(39)
Level 41: Moonbeam -- Mantic-Acc/Dmg:50(A), Mantic-Acc/ActRdx/Rng:50(42), Mantic-Dmg/ActRdx/Rchg:50(42), Mantic-Dmg/EndRdx/Rchg:50(42), Mantic-Dam%:50(43)
Level 44: Shadow Meld -- LkGmblr-Def/Rchg:50(A), LkGmblr-EndRdx/Rchg:50(45), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(46), DefBuff-I:50(46)
Level 47: Soul Storm -- Apoc-Acc/Dmg/Rchg:50(A), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(48), Apoc-Dmg/Rchg:50(48), Apoc-Dam%:50(50), Apoc-Dmg:50(50)
Level 49: Resurgence -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9.5% DamageBuff(Smashing)[*]9.5% DamageBuff(Lethal)[*]9.5% DamageBuff(Fire)[*]9.5% DamageBuff(Cold)[*]9.5% DamageBuff(Energy)[*]9.5% DamageBuff(Negative)[*]9.5% DamageBuff(Toxic)[*]9.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]11.4% Defense(Energy)[*]11.4% Defense(Negative)[*]8% Defense(Psionic)[*]5.5% Defense(Melee)[*]15.2% Defense(Ranged)[*]5.5% Defense(AoE)[*]1.8% Max End[*]4% Enhancement(Heal)[*]85% Enhancement(RechargeTime)[*]39% Enhancement(Accuracy)[*]5% FlySpeed[*]140.1 HP (11.6%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 7.5%[*]MezResist(Held) 7.5%[*]MezResist(Immobilize) 7.5%[*]MezResist(Sleep) 9.7%[*]MezResist(Stun) 7.5%[*]MezResist(Terrorized) 9.7%[*]13% (0.22 End/sec) Recovery[*]58% (2.92 HP/sec) Regeneration[*]6.3% Resistance(Fire)[*]6.3% Resistance(Cold)[*]5% RunSpeed[*]2% XPDebtProtection[/list]


 

Posted

needs moar dmg buff
moonbeam sux


 

Posted

[ QUOTE ]
CB, HP, JL and CI can all be slotted with an end mod IO. Granted that's not much for 1 power to really be worth it but slotted in all it can be will suck down more end from my target for those longer duels.

[/ QUOTE ]

Do you REALLY get all CB, HP, JL and CI when you're building a PvP Stalker? Damn, that would be a big surprise if you really get all those. (I personally would never do that, b/c I'd be short slotwise, for TS/LR and other powers.)

Plus, one 50 End Mod IO would make CB and JL to take about .5 end more and HP and CI to take less than 1 end more from the target.

Not much change. (-Recovery might work well, but it only lasts like... Bleh-)

As I've said above, there are only two powers that you can actually gain End from using them, CP, HP. (Others just take away the target's end and debuff recovery.)

Plus, there shouldn't be any "LONG" fights, including duels.

It's either you kill them in 2(which is highly impossible these days, unless they're damaged already.) to 4(or maybe 5, if their responses are slow enough) shots, or you run(or die if it's a toe-to-toe duel).

That's why I think investing a slot for End Mod is a waste.

I'd rather go for another damage proc if acc/dmg of the power itself is covered.


 

Posted

Or just team up with another Stalker and dbl AS everything.


 

Posted

Dread do you just not like snipes or have they gotten worse since I last played (i12ish) because I remember them being good if used properly (mostly just as an initial burst to follow up with attacks like thunderstrike if you couldnt manage to land an AS in a duel or something)


 

Posted

[ QUOTE ]
Dread do you just not like snipes or have they gotten worse since I last played (i12ish) because I remember them being good if used properly (mostly just as an initial burst to follow up with attacks like thunderstrike if you couldnt manage to land an AS in a duel or something)

[/ QUOTE ]


Well, I've reluctantly taken a Snipe on one of my Stalkers, just to try it out and for shitz and giggles...and honestly...everthing that people say about them (that being they suck hardcore in pvp)...is 100% true.


That "suck" mostly comes from the INCREDIBLY LONG ANIMATION AND INTERRUPT TIME of the power. For these snipes to actually "work" in pvp, you'd need to be able to 12 slot them (3 dmg, 3 acc, 3 interrupt, 3 range) to actually make them even "somewhat" useful imho, and sadly, that's obviously NOT an option lol.


Basically, what I've noticed in pvp, is that EVERY single TINY obstacle that "may" have the possibility of interrupting your snipe...will. A tree, a fence, a cardboard box, hell I think a stiff breeze would And with how much people hop around and move in pvp, it makes using these snipes extremely hard to accomplish. Heck, even when trying to engage someone who is busy fighting another player. They move in-and-out of range constantly (and no, the 150 ft isn't enough at all in a regular pvp zone...), they dodge behind obstacles, etc. These snipes animation times are simply horrendous as well, being over 7 seconds long. Sure, you can decrease the "interrupt time" with enhancements, but the animation time remains the same. This means that for SEVEN whole seconds...you can't attack or anything. Furthermore, you have less than 3 seconds worth of build up left for your follow up attack...


All these drawbacks...and for what? A piddly 350-400 dmg (with resistances)? And that's even OFF of a crit. Snipes in their current form for Stalkers...are simply NOT worth it. Trust us on this one.


If the dev's want to make them even "somewhat" worth it in pvp, they'll need to seriously consider bringing OUR snipes in line with the other AT's Snipes, as well as increasing their damage by a pretty good margin, because currently, they completely suck


 

Posted

[ QUOTE ]
Or just team up with another Stalker and dbl AS everything.

[/ QUOTE ]

True, but I usually say things based on solo PvPing.

(Though I team more than I solo =x)


 

Posted

Ok.......first off...you don't need leadership on a WP. Whoever told you that has down syndrome. Yea, you probay can get away with not taking stamina. But swift and hurdle is really nice on stalker now with all the suppression. Once you play with swift and hurdle.....your never going to want to drop it again. Stalker is all about speed. Try with swift and hurdle and you will not be dissapointed. Ill post my WP build when i get a chance.


 

Posted

Oh yea...drop SOW...that power is horrible. It use to be good because it was like a big break free...now its just lolz with the new mez system. The res is meh. Also drop snipe, if you have time to get snipe off then you have time to get a AS off. Go with Shark or dark blast as a range follow up.


 

Posted

If Stalkers snipes were good in pvp...the world would end. Triple stalker snipes would be the norm instead of AS and it would take all the skill out of playing a stalker.

(note that I am not saying all stalkers are skilled, most of them are complete idiots who were told stalkers were the best pvp AT)


 

Posted

Best? o.O that's hardly believable =/ But I think it's the "easiest" one to know what PvP's about. (Of course, I'm not saying it's the easiest one to get skillful. xP Don't get me wrongly.)


 

Posted

[ QUOTE ]
Dread do you just not like snipes or have they gotten worse since I last played (i12ish) because I remember them being good if used properly (mostly just as an initial burst to follow up with attacks like thunderstrike if you couldnt manage to land an AS in a duel or something)

[/ QUOTE ]
Snipes are still good for other ATs (Blasters), but Stalker snipes have a 7.33 sec activation time, with a 6 sec base interrupt time. Which is why you don't really want to take it on a stalker.


 

Posted

[ QUOTE ]
Ok.......first off...you don't need leadership on a WP. Whoever told you that has down syndrome. Yea, you probay can get away with not taking stamina. But swift and hurdle is really nice on stalker now with all the suppression. Once you play with swift and hurdle.....your never going to want to drop it again. Stalker is all about speed. Try with swift and hurdle and you will not be dissapointed. Ill post my WP build when i get a chance.

[/ QUOTE ]
You're right you don't /need/ either Fitness or Leadership, but both can help.

Leadership can give you a 14% dmg bonus (10.5 from assault+3.5 from set bonuses in tactics) which can be nice to have.

Fitness does give you more movement and Recovery, It really depends your playstyle here. I usually play in the arena where TS is off, making hurdle less amazing. I'd love to have stamina just so I'd never have to worry about my end bar, though I'm not sure that I would want to give up the tohit and damage buffs for it. YMMV


 

Posted

[ QUOTE ]
YMMV

[/ QUOTE ]

Yup, same from me, too.

[ QUOTE ]
Yea, you probay can get away with not taking stamina. But swift and hurdle is really nice on stalker now with all the suppression.

[/ QUOTE ]

Well, just so you know, my second reply in this thread says just not Stamina too, at the last =/


 

Posted

How good is lightning rod in pvp situations?


 

Posted

Does anyone know how many +hp buffs I'll need to max out with DR?


 

Posted

If you slot High Pain Tolerance for +HP you will be about 40-50 HP off the cap so you'll only need a few IO bonuses (or like one +HP accolade) to cap.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Debt_Magnet View Post
How good is lightning rod in pvp situations?
I have it on mine for set bonuses. It's not really effective in PvP, but one nice aspect of it is that use of lightning rod does not "take you out of hide". So on a still target you can lightning rod right before ASing for some extra damage. It can be somewhat useful for the purpose of evasion in some cases as well.

The Word: Don't count on lightning rod in any situation. It's best for trying to get funny kills on people. Beyond that, there aren't too many uses for it other than slotting it for set bonuses.


 

Posted

I read this thread, and now i will go make a sniping, blasting, ranged flying-teleporting stalker on my alt build and will imitate a blaster and do nothing but use a snipe 6 slotted for range. It will be hawt


 

Posted

I made a build for my shiny new Stalker, and I'd really appreciate some opinions especially from Silit or perhaps Epsilon, since I'm not very experienced with PvP builds. Any feedback is appreciated though..

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

ILOVE FLASH DASHINGS: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
------------
Level 1: Havoc Punch
(A) Fortunata Hypnosis - Chance for Placate
(31) Mako's Bite - Damage/Endurance
(40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
(40) Mako's Bite - Accuracy/Endurance/Recharge
(40) Mako's Bite - Accuracy/Damage
(42) Mako's Bite - Damage/Recharge


Level 1: Hide
(A) Luck of the Gambler - Recharge Speed
(3) Karma - Knockback Protection
(3) Kismet - Accuracy +6%


Level 2: High Pain Tolerance
(A) Impervium Armor - Psionic Resistance
(39) Impervium Armor - Resistance
(42) Impervium Armor - Resistance/Endurance/Recharge
(43) Impervium Armor - Resistance/Endurance


Level 4: Reconstruction
(A) Miracle - Heal/Recharge
(5) Miracle - Heal/Endurance
(5) Miracle - Heal/Endurance/Recharge
(13) Miracle - Heal
(15) Harmonized Healing - Heal/Recharge
(15) Harmonized Healing - Heal/Endurance/Recharge


Level 6: Hasten
(A) Recharge Reduction IO
(7) Recharge Reduction IO
(7) Recharge Reduction IO


Level 8: Assassin's Shock
(A) Hecatomb - Damage
(9) Hecatomb - Damage/Recharge
(9) Hecatomb - Accuracy/Damage/Recharge
(11) Hecatomb - Accuracy/Recharge
(11) Hecatomb - Damage/Endurance
(13) Hecatomb - Chance of Damage(Negative)


Level 10: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(19) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(21) Gaussian's Synchronized Fire-Control - To Hit Buff
(42) Rectified Reticle - Increased Perception


Level 12: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(25) Karma - Knockback Protection
(25) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 14: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(17) HamiO:Microfilament Exposure
(17) HamiO:Microfilament Exposure


Level 16: Indomitable Will
(A) Luck of the Gambler - Recharge Speed
(36) Karma - Knockback Protection
(36) Gift of the Ancients - Defense/Endurance
(37) Gift of the Ancients - Defense/Endurance/Recharge
(37) Gift of the Ancients - Defense
(37) Gift of the Ancients - Endurance/Recharge


Level 18: Stealth
(A) Luck of the Gambler - Recharge Speed
(33) Red Fortune - Endurance
(33) Red Fortune - Defense/Endurance
(33) Red Fortune - Defense/Endurance/Recharge
(34) Red Fortune - Defense/Recharge
(34) Red Fortune - Defense


Level 20: Heightened Senses
(A) Luck of the Gambler - Recharge Speed
(27) Karma - Knockback Protection


Level 22: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(23) HamiO:Microfilament Exposure
(23) HamiO:Microfilament Exposure


Level 24: Assault
(A) Endurance Reduction IO


Level 26: Thunder Strike
(A) Armageddon - Damage
(27) Armageddon - Damage/Recharge
(29) Armageddon - Accuracy/Damage/Recharge
(29) Armageddon - Accuracy/Recharge
(31) Armageddon - Damage/Endurance
(31) Armageddon - Chance for Fire Damage


Level 28: Fast Healing
(A) Numina's Convalescence - +Regeneration/+Recovery
(34) Miracle - +Recovery


Level 30: Tactics
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(48) Gaussian's Synchronized Fire-Control - To Hit Buff


Level 32: Invisibility
(A) Luck of the Gambler - Recharge Speed
(50) Karma - Knockback Protection


Level 35: Mind Over Body
(A) Steadfast Protection - Resistance/Endurance
(36) Steadfast Protection - Resistance/+Def 3%
(39) Steadfast Protection - Knockback Protection
(39) Impervious Skin - Status Resistance


Level 38: Phase Shift
(A) Recharge Reduction IO
(48) Recharge Reduction IO
(48) Recharge Reduction IO


Level 41: Strength of Will
(A) Impervious Skin - Status Resistance


Level 44: Spirit Shark
(A) Apocalypse - Damage
(45) Apocalypse - Damage/Recharge
(45) Apocalypse - Accuracy/Damage/Recharge
(45) Apocalypse - Accuracy/Recharge
(46) Apocalypse - Damage/Endurance
(46) Apocalypse - Chance of Damage(Negative)


Level 47: Hibernate
(A) Recharge Reduction IO


Level 49: Placate
(A) Range IO
(50) Range IO
(50) Recharge Reduction IO


------------
Level 1: Brawl
(A) Damage Increase IO


Level 1: Sprint
(A) Celerity - +Stealth


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Assassination
------------
Set Bonus Totals:
14% DamageBuff(Smashing)
14% DamageBuff(Lethal)
14% DamageBuff(Fire)
14% DamageBuff(Cold)
14% DamageBuff(Energy)
14% DamageBuff(Negative)
14% DamageBuff(Toxic)
14% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
9.88% Defense(Psionic)
3% Defense(Melee)
3% Defense(Ranged)
3% Defense(AoE)
4.05% Max End
30% Enhancement(Accuracy)
5% Enhancement(Heal)
72.5% Enhancement(RechargeTime)
10% FlySpeed
140.1 HP (11.6%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -36)
Knockup (Mag -36)
MezResist(Confused) 15%
MezResist(Held) 18.3%
MezResist(Immobilize) 20.5%
MezResist(Sleep) 15%
MezResist(Stun) 15%
MezResist(Terrorized) 15%
20% Perception
23% (0.38 End/sec) Recovery
16% (0.8 HP/sec) Regeneration
8.8% Resistance(Fire)
6.3% Resistance(Cold)
10% Resistance(Toxic)
2.25% Resistance(Psionic)
10% RunSpeed



A possible attack chain I thought of are:

BU+ AS (+Havoc Punch) + Thunder Strike (+Havoc Punch) and then Spirit Shark while running away to finish off if needed. Obviously Phase and Hiber are the Oh S*** buttons in case the chain goes bad.... I have enough KB prot to counter Power thrust though...


 

Posted

Quote:
Originally Posted by InsanityPeak View Post
BU+ AS (+Havoc Punch) + Thunder Strike (+Havoc Punch) and then Spirit Shark while running away to finish off if needed. Obviously Phase and Hiber are the Oh S*** buttons in case the chain goes bad.... I have enough KB prot to counter Power thrust though...
You really don't need phase and hiber. Just phase is the way to go (because you have a self heal, you really don't need hiber - phase is better because you can actually move around)

As for the attack chain; I doubt many people would actually stand still through all of that - and if they did, you'd be kind of vulnerable to attack from other heroes. In zone PvP, I find the best way to help out your team is AS the team's target, then dip out to assess the situation. If you do find yourself in 1v1 combat, however, the attack chain you mentioned is the way to go. You may want to placate before thunderstriking, though - since you can potentially tripple its damage.

As for your build - It looks decently solid. One thing you may consider is going for a higher damage bonus. 25-35% isn't much of a stretch on an elec/WP.


 

Posted

Okay, so Hiber's out for 2 slotted veng with adjusted targeting for the 2% buff...

My question would be do I need all that kb protection since I have 10000 kb resist or am I okay ? Because if I don't need the KB procs, it would free up quite a few slots..


 

Posted

If you are planning to play that stalker seriously, yes. Slot at least 35 KB protection (not including the protection granted by your powers). That will cover you against a hold + levitate. My stalker has a sloppy thrown together spec-as-you-respec build, and it does fine with no KB protection. If I actually still played this game though I'd slot it for KB protection.


 

Posted

Thanks, I just wasn't sure if the Resistance would be enough.