EM/SR Stalker Build
U didnt touch on the point I made about the survivablility of TP compared to any other travel power. I was grouped with a stalker in PvP sirens call. A storm troller was keeping us all on the back foot, he tryed to go toe to toe with the troller. It was a mistake, instantly hit with the -acc, I cant even hit them with rage +2 acc (although any ranged AT, will hand them it), he was also sucked toward the troller. His final words were "tp plz", before he went to stalker heaven.
I dont have tp friend, and tp is the best way to escape; and I know there are ATs out there specifically built for targeting stalkers.
From what I can remember my /DA had very good immobilization resist, but could get overwhelmed by -slows if he stuck around too long. With /DA immobilize resist power added to the resist for hold and immob in CJ, acro; it was quite well protected but I still fancied tp in my build.
As a stalker u will be a real aggro magnet, and if u can escape, then u wont need to fear being ganked and heros wont see u as an easy kill.
Plus if u only need 1 travel power, rather than SS, SJ u can get more attacks to make u more effective, and that stun from EM/ might be worth picking up. I know I dont fancy getting disorientated.
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With teleport as only travel power you
- will never attack flying attacks
- never attack moving ground targets
- hardly be able to follow escaping targets
Get fly, swift + quickness speeds up your flying power, and fly is king in pvp. skip phase shift if you want to hit & run, and probably try to fit in aid self.
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I have a lv 41 EM/DA stalker on US freedom, with cj,sj and acro. More to the point I have 2 brutes lv50,lv42 with TP who are not stone armour.
- will never attack flying attacks - TP foe + whatever u have in the way of disorient/immob
- never attack moving ground targets - Only way I could possibly have killed an Ice/Kin corr on test (whos tactics should be obvious by now), was with TP.
- hardly be able to follow escaping targets - again TP and about the same chances as any other travel power, considering u have to stop them from running to use AS. U may if u have alot of skill and a little luck be able to build up, tp to their position and AS as they run past.
TP is by far the best way to escape a situation u dont want to continue with. Ive never used TP without the TP bind, so I dont know how fiddily it it as standard.
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Tp is best at escaping and thats all its good at. With any other travel power (except maybe SS only with no vertical movement) attacking is easier. Especially if you plan on a prolonged attack chain(ie. non-stalker). I still think that grp tp is best travel for masterminds though.
One part that I dislike about tp in PVP is the delayed hover that prevents it synching with any other travel power.
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and fly is king in pvp
Not for villains it isn't .. theres far to many spine scrappers with impale that will make a flying stalker a sitting duck.
Then theres AR/Dev blasters and /TA trollers .. to many -fly powers around for my likeing.
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erm you tried /sr stalker? Practiced Brawler knockback,hold IMMOB- PROTECTION.
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You seem to have missed the point of Chelsea's quote there.
Yes Web Grenades are Immobs, and yes PB gives Res to Immobs, but once you're hit with a Web Grenade you can't Fly, even if you aren't Immobed or slowed.
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Cant jump either, not even to get over a 5 cm obstacle. Web grenading an enemy in sirens to a suitable location is as good as immob.
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With teleport as only travel power you
- will never attack flying attacks
- never attack moving ground targets
- hardly be able to follow escaping targets
Get fly, swift + quickness speeds up your flying power, and fly is king in pvp. skip phase shift if you want to hit & run, and probably try to fit in aid self.
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I have a lv 41 EM/DA stalker on US freedom, with cj,sj and acro. More to the point I have 2 brutes lv50,lv42 with TP who are not stone armour.
- will never attack flying attacks - TP foe + whatever u have in the way of disorient/immob
- never attack moving ground targets - Only way I could possibly have killed an Ice/Kin corr on test (whos tactics should be obvious by now), was with TP.
- hardly be able to follow escaping targets - again TP and about the same chances as any other travel power, considering u have to stop them from running to use AS. U may if u have alot of skill and a little luck be able to build up, tp to their position and AS as they run past.
TP is by far the best way to escape a situation u dont want to continue with. Ive never used TP without the TP bind, so I dont know how fiddily it it as standard.
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Tp is best at escaping and thats all its good at.
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U obviously didnt read my previous post then.
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With any other travel power (except maybe SS only with no vertical movement) attacking is easier. Especially if you plan on a prolonged attack chain(ie. non-stalker). I still think that grp tp is best travel for masterminds though.
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You can control your own postion and the position of an enemy with tp & tp foe. Sure if u have a runner, and u like to chase runners and pwn them, having the same travel power as them will make it easier to catch if they go airborne (effectively nulifying tp as a tool to get u in range, but tp foe still works) assuming you cant defeat them with your attacks after u tp foe.
Again read my previous post, how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
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One part that I dislike about tp in PVP is the delayed hover that prevents it synching with any other travel power.
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TP can get u next to the enemy or the enemy to u (if they are not on the ground), u then use ur delaying attack. Heck u can even pull of an assasin strike while TP hovering, nulifying caltrops.
There are occations that a SJ/fly will outperform getting to a target (undetected in the case of a stalker), but if the target wants to fight back TP+ TP foe, in the right hands wont handy cap u; and leave u as I said able to pick more useful offensive/"soft control" powers.
If someone is running to their base, if u run after them u may catch them but they have less distance to cover. If u can TP foe them, and delay them enough for tp foe to be recharged; u can prevent them from making any ground.
I would say that tp is not as easy to use to best effect, but it covers alot of bases; when 1 skill can make or break a template.
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IIRC, the delay between teleporting and dropping from your hover is enough to interrupt your AS. So you'll want something a bit less interrupt-making.
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NEVER EVER TP next to a target because if the guy can see you your going to be a sitting duck in the time it takes for hover to drop off.
Better of to TP close and move in on foot anyway.
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TIPS AND TRICKS
A few other notes..
Travel Powers - Travel powers are very much a matter of personal preference. However, I suggest Teleport. Teleport is the best escape means of all the travel powers, although it is hard to use - especially in confined spaces. Correctly-timed Teleport is also a counter to enemy TPFoe and a minor situational mez-protection of sorts. Also, you can get Teleport Foe as a pre-requisite, which is very useful for Stalkers in general and for EM in particular - since we lack ranged attacks, it is nice to just TPFoe a near-dead enemy to you to finish them off. Also,
TPFoe + Stun + Placate + BU + AS + whatever, or
BU + TPFoe + ET + whatever (to get right into damage and possibly - 50% - pick up a nice Disorient on ET as well)
are both great combos that work wonders on many targets. Also, TP in + take out a target + TP out is fast, hard to stop, and - even if enemies have perception - very hard to see coming. Finally, TP has an inherent Hover just after each teleport built-in, which is just enough to get an AS off. So BU + TP + AS will often let you AS people standing on say Caltrops or similar things.
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Issue7 - Stalker PvP Guide (EM/Nin/BS) - New Build
Ref. http://boards.cityofvillains.com/showfla...part=1&vc=1
TP isnt just about escape...
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how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
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Placate, rehide, wait. Follow, BU+TF, Placate, AS+ET, dead. In case he pops BF after TF, just fire ET and maybe bonesmasher (still on BU), there should not be much left of that squishy.
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how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
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Placate, rehide, wait. Follow, BU+TF, Placate, AS+ET, dead. In case he pops BF after TF, just fire ET and maybe bonesmasher (still on BU), there should not be much left of that squishy.
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What is the range on placate I forget? I doubt its a true ranged attack, and if he is out of range, ur plan seems a little flawed.
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What is the range on placate I forget? I doubt its a true ranged attack, and if he is out of range, ur plan seems a little flawed.
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40 yds unslotted afaik.
I tried fly with my stalker didnt last long.
Sure mits great knocking those flying blasters, defenders, and trollers out of the air but you meet a -fly in SC theres usually a big gank to follow. and trust me quickness + sprint + swift doesnt help when chased by that kinda gank
While I like hearing alternate viewpoints, and im not the greatest stalker expert although I have fought against innumerable stalkers, Tp is simply not my thing, although it does work with stalkers. Tp foe is what I disagree you with, and chasing some decent PVPer with tp.
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With teleport as only travel power you
- will never attack flying attacks
- never attack moving ground targets
- hardly be able to follow escaping targets
Get fly, swift + quickness speeds up your flying power, and fly is king in pvp. skip phase shift if you want to hit & run, and probably try to fit in aid self.
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I have a lv 41 EM/DA stalker on US freedom, with cj,sj and acro. More to the point I have 2 brutes lv50,lv42 with TP who are not stone armour.
- will never attack flying attacks - TP foe + whatever u have in the way of disorient/immob
- never attack moving ground targets - Only way I could possibly have killed an Ice/Kin corr on test (whos tactics should be obvious by now), was with TP.
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Tp foe with a stalker um.. well unless you are using caltrops, and I dont know who good they are in ninjitsu, you shouldnt be able to kill decent PVPers by Tp Foeing unless they were already hurt, as you only get one attack thru at best. Tp Foe has never caused me any problems in Sirens, and overall only type of character who has ever managed to kill me after tp foe has been a MM with tar patch or something similar. I escape about 95% of tele-ganks as well unless they have something to trap me.
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- hardly be able to follow escaping targets - again TP and about the same chances as any other travel power, considering u have to stop them from running to use AS. U may if u have alot of skill and a little luck be able to build up, tp to their position and AS as they run past.
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Well.. Were talking about EM right? Why even bother with AS..
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TP is by far the best way to escape a situation u dont want to continue with. Ive never used TP without the TP bind, so I dont know how fiddily it it as standard.
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me neither.
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You can control your own postion and the position of an enemy with tp & tp foe.
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Well truthfully, tp in pvp is just not my thing, and I agree that teleport has merits with a stalker. Tp foe shouldnt work with a solo stalker however, that'd have uses only when you are teaming. Then again leaping pool gives acrobatics which fills a hole in KB protection of ninjitsu.
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assuming you cant defeat them with your attacks after u tp foe.
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I believe I have never been beaten after tp foed by a stalker. So I'm kinda biased here.
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Again read my previous post, how would u do against a ranged enemy who was slowing u and had slotted SJ, SS? Or hit u with a web grenade.
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Slow you with what? There isnt a power in game that can 'slow' jumping. You may be hit with 10 siphon speeds and 10 lingering radiations and can still SJ away normally. If you still want to fight, use 3-slotted hurdle and combat jumping(hurdle is the important part because it increases forward jumping) to get in range, or SJ which gives even better movement but has suppression. Thats what I use with my blaster (who has about 1 ranged attack btw). For stalkers I agree that running from spines scrappers cause trouble cause you need combat jumping to avoid immob and then you cant SJ.. Then placate helps if its only one scrapper.
Web grenade etc -jump is a problem I agree. If he hits you with webnade first, placate, SS away, restealth and try again Id say. Of course, your mileage may vary(tm). If he uses something other than webnade, jump at him and stun. Were talking about EM here right? Just two-shot him from hide, or if you fail, restealth and try again.
Ive killed plenty of people with TP foe, if u have a runner then what ever u do u might not be able to defeat them. If they are fighting back - they are in range of TP foe.
How is it that u are effectively ignoring -jump, its in RV and sirens?
Your post is so long and convoluted.
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Web grenade etc -jump is a problem I agree. If he hits you with webnade first, placate, SS away, restealth and try again Id say. Of course, your mileage may vary(tm). If he uses something other than webnade, jump at him and stun. Were talking about EM here right? Just two-shot him from hide, or if you fail, restealth and try again.
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What if u get hit by a webnade and lets say u were able to target him before he got out of range to placate, then his buddy comes into attack; your tottaly defenceless. If u have SJ, and SS in sirens call, then ur gimped anyhow, so SS is not an option, if as u rightly say u covered the hole in nijitsu's KB protection.
Even with cj,sj, acro and if u have an immobilize reist in ur secondary set, -jump still hits 100%. TP is king of the escape artist, and if what is ninjitsu about if not about the art of escape?
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Web grenade etc -jump is a problem I agree. If he hits you with webnade first, placate, SS away, restealth and try again Id say. Of course, your mileage may vary(tm). If he uses something other than webnade, jump at him and stun. Were talking about EM here right? Just two-shot him from hide, or if you fail, restealth and try again.
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What if u get hit by a webnade and lets say u were able to target him before he got out of range to placate, then his buddy comes into attack; your tottaly defenceless. If u have SJ, and SS in sirens call, then ur gimped anyhow, so SS is not an option, if as u rightly say u covered the hole in nijitsu's KB protection.
Even with cj,sj, acro and if u have an immobilize reist in ur secondary set, -jump still hits 100%. TP is king of the escape artist, and if what is ninjitsu about if not about the art of escape?
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Ok this went bit too theoretical. In normal case, you were two-shotting him and he hits you with web grenade.
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Seriously like Stalko said, important part is attacking and therefore take travel powers that help you get to most targets. Tp feels too situational for me. Sure you can avoid getting killed quite well by porting all over the place, but you will get annoyed when trying to catch some decent PVPers and attacking is more important than getting away imo. Superjump in most cases is just fine for getting away after attacking. It is also the antidote for slows such as snow storm, lingering radiation, siphon speed and whatnot.
After all it is not an automatic constant that all heroes have access to web grenade in sirens. Lately Ive seen sirens under almost perma villain control.
If you are web grenaded and ganked, then youre fooked, it happens If that becomes a problem occasionally, you can get the sirens temporary teleport
Or you could get the easy antidote to -jump and - flys ^^
Quickness + Swift = Great getaway from those things best with SJ
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Or you could get the easy antidote to -jump and - flys ^^
Quickness + Swift = Great getaway from those things best with SJ
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I dont have the slots to test it really, so im using a one-slotted quickness with 1-slotted swift, and even with sprint it gets no where near SJ/flying speed. so once they -fly you, youre pretty much screwed as they can follow you without problem.
however, theres some things you can counter -fly with:
- placate. if its a melee coming after you, just placate and wait. no problem really. if its a ranged, just run towards him and placate. if hes too high in the air, get cover behind some building, wait for him to come & placate. since quickness brings res(slow), a single web grenade wont slow you, so youre still moving fast (although -fly'd)
- elude/nin-eldue (whatever its called)/mog/overload. if theres really no way of getting rid of them, just go "oh well", fire elude and beat them.
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If you are web grenaded and ganked, then youre fooked, it happens If that becomes a problem occasionally, you can get the sirens temporary teleport
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Doesnt happen with TP. U can also get a SJ pack in sirens, but u are vunerable to KB, -jump, slows (after -jump). Get the TP temp power and u are resistant to slows, -fly (effectively), -jump, immobilize.
I met a SJ in sirens, and he now doesnt get within a 200feet of me, he is so scared of my web nade and TP foeing. Ive just got my forward observer badge, how is it TP is gimped again?
Oh well the less people who recognise its value, the less chance of it getting a nerf.
TP can be an amasing tool in pvp if used well, it can be end heavy though so I would not use it for a prolonged chase.
But as this is a stalker build it should be ok,it does give a great escape option but you will have to keep an eye out for assorted types of lag/slowness.
Get the handy tp bind too, to speed up its use.
Agreed, that tp might work in some situations. But. Since its a time-delayed spot-teleport, it will be *very* hard to follow or even touch jumping/flying targets when theyre moving. You need to predict their movement and best-guess teleport somewhere hoping to catch them. Unless theyre standing still, you wont reach them in most cases.
TP foe on the other hand, could be more useful than actually following someone using tp. but still, the other one needs to stay within range while youre activating tp, and he still can just continue moving jumping right away from you after tping.
personally i think, thats too many cases where tp wont work, and i would get some jumping/flying or running/flying combo instead.