help DA/SR or DA/EA


DeathStar116

 

Posted

was wondering wich set would be better for me and here are my ideas and concepts. i plan on having a PVE toon with the option of pvp although pvp is unlikly. I want to do massive damage some aoe but also good boss kills. i plan on decking my toon out with defense set bonuses to make my stalker more durable somewhat like a brute. so i'll be IO'd out focusing on defense bonuses then the reguler numinas, mircle recovery ect and lotg.

just trying to figure out what set is better for a secondary. i like the recharge from super reflexes but energy aura seems to have more defense but i dont know just a guess any help here would be good


 

Posted

SR

And if you're considering AoE and PvP, you might want to go with elec melee.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

I assume you mean Dark Melee as 'DA'. Great boss killer, sucky AoE (only Shadow Maul besides epic powers like Ball Lightning), so as Reiraku said, go Elec Melee, it's the only Stalker set with decent AoE, with Spines in second place, but really, Elec is better.

Also, Elec is the current FOTM in PVP, usually paired with WP or Regen.

As for your options, I'd go DM/EA because I like /EA a lot.

SR perks: +perception, great defense debuff resistance, recharge bonus.

EA perks: end draining power (sucky as a heal so don't bother slotting for it especially if you go DM) that lets you skip Stamina... And yeah, that's about it I think. Oh, and it's much prettier!

The good thing about DM is that you won't miss not having a decent heal because of Siphon Life with these secondaries. EA is also more expensive to soft cap because of typed defenses.

Here's an old IOed out build I have for my DM/EA (she's 30 now and I've returned to the game today since, idk, jan/2009) for PVE. For PVP you'd have to get things like stealth+stealth IO and chase damage bonuses and recharge (to be in Overload as much as possible) instead of capping defenses, and DM isn't so great for PVP anymore afaik. This build has capped s/l/e def and 44%ish negative (didn't bother with fire/cold), besides capped HP with accolades. I think I have BU at 8 and Power Shield at 14 in my live build. I don't miss Stamina even with her on SOs and Energy Drain poorly slotted.

Villain Plan by Mids' Villain Designer 1,621
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Darque Star: Level 50 Magic Stalker
Primary Power Set: Dark Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
Level 1: Hide -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(7), GftotA-Def(7), GftotA-Run+(9)
Level 2: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 4: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 6: Assassin's Eclipse -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(21)
Level 8: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(23), LkGmblr-Rchg+(25)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(29)
Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 20: Siphon Life -- HO:Nucle(A), HO:Nucle(33), C'ngImp-Dmg/Rchg(34), HO:Golgi(34), Numna-Heal/Rchg(34), Dct'dW-Heal/Rchg(36)
Level 22: Shadow Maul -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Dmg/Rchg(40), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(39)
Level 26: Touch of Fear -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(36), N'mare-EndRdx/Fear(36)
Level 28: Energy Drain -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), Efficacy-EndMod/Rchg(39)
Level 30: Energy Protection -- S'fstPrt-ResDam/Def+(A)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(37), Mako-Dmg/EndRdx(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Dmg/Rchg(43)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(40), LkGmblr-Rchg+(48), GftotA-Def/EndRdx(48)
Level 38: Overload -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(45)
Level 41: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(45), AdjTgt-ToHit(46), AdjTgt-ToHit/Rchg(46)
Level 44: Water Spout -- RechRdx-I(A), RechRdx-I(46)
Level 47: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 7,5% DamageBuff(Smashing)
  • 7,5% DamageBuff(Lethal)
  • 7,5% DamageBuff(Fire)
  • 7,5% DamageBuff(Cold)
  • 7,5% DamageBuff(Energy)
  • 7,5% DamageBuff(Negative)
  • 7,5% DamageBuff(Toxic)
  • 7,5% DamageBuff(Psionic)
  • 11,8% Defense(Smashing)
  • 11,8% Defense(Lethal)
  • 4,25% Defense(Fire)
  • 4,25% Defense(Cold)
  • 14,9% Defense(Energy)
  • 14,9% Defense(Negative)
  • 3% Defense(Psionic)
  • 9,25% Defense(Melee)
  • 15,5% Defense(Ranged)
  • 5,5% Defense(AoE)
  • 3,6% Max End
  • 47,5% Enhancement(RechargeTime)
  • 1,65% Enhancement(Terrorized)
  • 34% Enhancement(Accuracy)
  • 10% FlySpeed
  • 167,2 HP (13,9%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 13,2%
  • 11% (0,18 End/sec) Recovery
  • 50% (2,51 HP/sec) Regeneration
  • 2,5% Resistance(Fire)
  • 1,26% Resistance(Energy)
  • 1,26% Resistance(Negative)
  • 17,5% RunSpeed




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Posted

ok thanks for the guidence one other question EM looks good wondering if it is a good boss killer along with aoe. also what exactly is FOTM stand for iv heard of it just never asked.


 

Posted

The bright side to electric melee on stalkers is that AS adds a good bit to your boss killing capabilities. Also, another reason I prefer SR over EA is Quickness. Anything that lets Build Up, Lightning Rod, etc come up faster is a good thing.

As for FOTM, it means "Flavor of the Month". A term used to describe what is popular and regularly seen or used.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Reiraku answered your Q's, but just to nitpick, we use 'ELM' as an acronym for Electric Melee and 'EM' for Energy Melee, so when asking questions about it use ELM so people won't get confused

My only high-end experience with ELM is on a 50 Brute, and it SUCKS for killing bosses. Really, I managed to drain all the end from some of them before killing them because it was taking so long, and my secondary wan't elec armor to help sapping their endurance. On Stalkers AS should help tons with that, I'd only play Elec Melee again on a Stalker, or maybe on a fully IO'ed Elec/Shield scrapper for farming so I could alternate the telenukes, I bet it would be a much less click intensive farmer than my firekin.