Are these good numbers for a regen?


Daemodand

 

Posted

EDIT: Build now has S. Meld because even before L. Rod I decided I have enough AoE and I'll need the defenses. Defs now are 32%/24% melee/ranged with hide suppressed. I think the recharge is okay, not perfect but decent

I'm still 'learning' regen, never played a /reg toon, just started an Elec/Regen and I don't like ELM for scraps/brutes because of the stupid low ST damage (I have a 50 elm brute), which is alleviated on a Stalker due to AS and LRod not unhiding you allowing you to crit with AS or TS. The 'weird' Dull Pain slotting is because it will cap my hp anyway.

So here they go, are these good enough? Right now I'm level 12 and sometimes I have to run away from minions because everything hits me and Recon/DP still take forever to recharge:

- Defs 28.3% melee / 25.8% ranged / aoe sucks at 13.3% (with Hide suppressed of course)

- Regen 33.5 hp/sec (605%) / recov 2.66/s before accos

I'm not too happy with the recharge, if I could get any help I'd be immensely grateful. The red market is so screwed up I can't say I'll be able to afford purples so this build has none (I may go for Shadow Meld which would have the same slotting as MoG if I'm happy without Ball Lighting but I want an AoE build for now):

Villain Plan by Mids' Villain Designer 1,703
http://www.cohplanner.com/

Click this DataLink to open the build!

01 elec regen 2: Level 50 Mutation Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17), S'fstPrt-ResDam/Def+(46)
Level 6: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), RechRdx-I(27), RechRdx-I(29)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), Numna-EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(33)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 20: Health -- RgnTis-Regen+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-End%(37)
Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Fast Healing -- Heal-I(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(43), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 44: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Shadow Meld -- HO:Membr(A), RechRdx-I(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19,5% DamageBuff(Smashing)
  • 19,5% DamageBuff(Lethal)
  • 19,5% DamageBuff(Fire)
  • 19,5% DamageBuff(Cold)
  • 19,5% DamageBuff(Energy)
  • 19,5% DamageBuff(Negative)
  • 19,5% DamageBuff(Toxic)
  • 19,5% DamageBuff(Psionic)
  • 13,6% Defense(Smashing)
  • 13,6% Defense(Lethal)
  • 4,25% Defense(Fire)
  • 4,25% Defense(Cold)
  • 11,8% Defense(Energy)
  • 11,8% Defense(Negative)
  • 3% Defense(Psionic)
  • 24,3% Defense(Melee)
  • 16,8% Defense(Ranged)
  • 5,5% Defense(AoE)
  • 10% Enhancement(Heal)
  • 57,5% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 14% FlySpeed
  • 122 HP (10,1%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Held) 12,1%
  • MezResist(Immobilize) 8,8%
  • MezResist(Stun) 6,6%
  • MezResist(Terrorized) 2,2%
  • 4,5% (0,08 End/sec) Recovery
  • 52% (2,61 HP/sec) Regeneration
  • 1,26% Resistance(Fire)
  • 1,26% Resistance(Cold)
  • 14% RunSpeed



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Posted

This is just the kind of thread I was looking for. I just rolled a elec/regen stalker too. Was planning on a scrapper first, before I realized Shadow Meld is perfect for /regen. My build has less defense, but is softcapped with Shadow Meld. other than that my regen numbers and so is my recharge. Take a look and I as well would like some comments on this build!

For your build specifically: I'd say IH, FH and Health are all underslotted which I think they should not be!

For the record, my last play of regen was back when IH was a toggle.
Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(3), Mako-Acc/EndRdx/Rchg(3), Mako-Dmg/EndRdx(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/Rchg(19)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(9)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Assassin's Shock -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 8: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Heal-I(21), Heal-I(21), RgnTis-Regen+(23)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), RechRdx-I(23), RechRdx-I(25)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Heal/EndRdx(27), Numna-Heal(29)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(31), Dct'dW-Heal/EndRdx(31)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(34), P'Shift-End%(36), P'Shift-EndMod(46)
Level 22: Placate -- RechRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Build%(48)
Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(48), Dct'dW-Rchg(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Boxing -- Empty(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(43)
Level 41: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(43), Mantic-Acc/ActRdx/Rng(43), Mantic-Dmg/ActRdx/Rchg(45), Mantic-Dmg/EndRdx/Rchg(45)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(46), HO:Membr(46), HO:Membr(50)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 17,5% DamageBuff(Smashing)
  • 17,5% DamageBuff(Lethal)
  • 17,5% DamageBuff(Fire)
  • 17,5% DamageBuff(Cold)
  • 17,5% DamageBuff(Energy)
  • 17,5% DamageBuff(Negative)
  • 17,5% DamageBuff(Toxic)
  • 17,5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 5,81% Defense(Fire)
  • 5,81% Defense(Cold)
  • 7,06% Defense(Energy)
  • 7,06% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 11,1% Defense(Ranged)
  • 8,63% Defense(AoE)
  • 34% Enhancement(Accuracy)
  • 62,5% Enhancement(RechargeTime)
  • 8% Enhancement(Heal)
  • 10% FlySpeed
  • 94,9 HP (7,88%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 3,3%
  • MezResist(Immobilize) 8,8%
  • MezResist(Stun) 4,4%
  • MezResist(Terrorized) 4,4%
  • 6,5% (0,11 End/sec) Recovery
  • 86% (4,32 HP/sec) Regeneration
  • 2,52% Resistance(Fire)
  • 2,52% Resistance(Cold)
  • 3,13% Resistance(Negative)
  • 10% RunSpeed




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Posted

Nice build. IH isn't underslotted in my build, because the regen part that's enhanceable is small and IH's base regen is so high. I had five 5% global rech bonuses so there was no reason to put a doctored wounds set there.

And I went with the scrapper experts advice on building for positional defenses and enhancing only the heal aspect of Integration since it provides the most benefit in regeneration. I'd put another Health IO in Health or FH if I had the slots but it doesn't seem as important as having good defenses.

Hmmm swapped B. Lightning for Shadow Meld and changed some slotting around, 32% melee def / 24.5% ranged looks good - and I think I'll need Shadow Meld, this is my first non-defense based Stalker, I had to run from some white minions at level 8 or so

Villain Plan by Mids' Villain Designer 1,621
http://www.cohplanner.com/

Click this DataLink to open the build!

01 elec regen 2: Level 50 Mutation Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17), S'fstPrt-ResDam/Def+(46)
Level 6: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), RechRdx-I(27), RechRdx-I(29)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31), Numna-EndRdx/Rchg(31), Numna-Heal/EndRdx/Rchg(33), Numna-Heal/Rchg(33)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 22: Health -- RgnTis-Regen+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-End%(37)
Level 26: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Fast Healing -- Heal-I(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(43), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45)
Level 44: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/Rchg(46), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Shadow Meld -- HO:Membr(A), RechRdx-I(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 19,5% DamageBuff(Smashing)
  • 19,5% DamageBuff(Lethal)
  • 19,5% DamageBuff(Fire)
  • 19,5% DamageBuff(Cold)
  • 19,5% DamageBuff(Energy)
  • 19,5% DamageBuff(Negative)
  • 19,5% DamageBuff(Toxic)
  • 19,5% DamageBuff(Psionic)
  • 13,6% Defense(Smashing)
  • 13,6% Defense(Lethal)
  • 4,25% Defense(Fire)
  • 4,25% Defense(Cold)
  • 11,8% Defense(Energy)
  • 11,8% Defense(Negative)
  • 3% Defense(Psionic)
  • 24,3% Defense(Melee)
  • 16,8% Defense(Ranged)
  • 5,5% Defense(AoE)
  • 10% Enhancement(Heal)
  • 57,5% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 14% FlySpeed
  • 122 HP (10,1%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • MezResist(Held) 12,1%
  • MezResist(Immobilize) 8,8%
  • MezResist(Stun) 6,6%
  • MezResist(Terrorized) 2,2%
  • 4,5% (0,08 End/sec) Recovery
  • 52% (2,61 HP/sec) Regeneration
  • 1,26% Resistance(Fire)
  • 1,26% Resistance(Cold)
  • 14% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Kioshi View Post
And I went with the scrapper experts advice on building for positional defenses and enhancing only the heal aspect of Integration since it provides the most benefit in regeneration. I'd put another Health IO in Health or FH if I had the slots but it doesn't seem as important as having good defenses.
I agree with all of this. IMO you are going the right direction with the build. My first go at my Elec/Regen was a pure +recharge build, hoping that getting all the mitigation powers back faster would provide strong survivability. Not so much in my experience. Once MoG wore off and I fired off both heals, all I was left with was my squishy Stalker-level HPs, and there are plenty of mobs that can knock those off fast enough that regen is a non-factor.

That's not all of it though. I'd guess that better than 50% of my defeats came during the Thunder Strike animation. 3.3 seconds is plenty of time for mobs to chew through Stalker level HPs. So many times I was mashing the Reconstruction button while slooooowly doing the slam dunk.

Some defense and/or resistance goes a long way towards lessening the damage spikes that are the weakness of regen. It was nice having Lightning Rod recharge super fast, but it's much nicer to stay upright.


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
I agree with all of this. IMO you are going the right direction with the build. My first go at my Elec/Regen was a pure +recharge build, hoping that getting all the mitigation powers back faster would provide strong survivability. Not so much in my experience. Once MoG wore off and I fired off both heals, all I was left with was my squishy Stalker-level HPs, and there are plenty of mobs that can knock those off fast enough that regen is a non-factor.

That's not all of it though. I'd guess that better than 50% of my defeats came during the Thunder Strike animation. 3.3 seconds is plenty of time for mobs to chew through Stalker level HPs. So many times I was mashing the Reconstruction button while slooooowly doing the slam dunk.

Some defense and/or resistance goes a long way towards lessening the damage spikes that are the weakness of regen. It was nice having Lightning Rod recharge super fast, but it's much nicer to stay upright.
On my DM/Regen I found that even if you didn't build for def, a well slotted shadow meld was up often enough that you could use it at least every other fight, saving MoG for big targets (EB's, hard bosses, etc). My usual tactic solo was to fire off Shadow meld (or MoG), build up, AS, then Midnight grasp (or placate + MG for double damage), finish off remaining targets. Shadow Meld/MoG would allow me to avoid the alpha and the big targets tended to be dead before the beta mattered much. Doing things this way meant giving up some of the SM duration for build up + AS but it also meant none of the alpha usually ever hit.

I didn't group much with this character but I suspect in a group I would let someone else pull the alpha, saving SM and MoG for aggro after I pulled of my AS or MG. With an electric melee stalker you could probably hold off on SM until after firing lightning rod or thunderstrike, as the knockdown from those two attacks would reduce the alpha considerably, letting you get more out of the 15 second boost to your defenses.

Obviously, if you can add in some decent DEF to stack with Shadowmeld, it will help a lot but I find stalker builds are pretty tight and getting fitness, a movement power, soul mastery AND the fighting pool for weave didn't look like it was worth it to me, and without a solid base I didn't feel like investing a ton of IO's when a cheap recharge build + Shadow meld let me solo +3/+4 bosses and EB's effectively (depending on the EB).

Obviously, YMMV on this issue and I can't speak to PvP, I pretty much hate all PvP so I never tried.


Globals: @Midnight Mystique/@Magik13

 

Posted

That worries me. I'm still a lowbie but sometimes I had to run from white minions. All the talk about MoG and Shadow Meld, which are high level powers (and Thundestrike which I was already concerned with the animation) makes me think I'll be damn squishier than my /Nin and /EA till I IO her out for defense or at least get to Shadow Meld level.


 

Posted

Quote:
Originally Posted by Kioshi View Post
That worries me. I'm still a lowbie but sometimes I had to run from white minions. All the talk about MoG and Shadow Meld, which are high level powers (and Thundestrike which I was already concerned with the animation) makes me think I'll be damn squishier than my /Nin and /EA till I IO her out for defense or at least get to Shadow Meld level.
That's a scary thought. My /nin stalker was squishier than any blaster or Dom I've ever built until about level 40-ish. And at 42 he still sucks donkey#$%^&.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Kioshi View Post
makes me think I'll be damn squishier than my /Nin and /EA till I IO her out for defense or at least get to Shadow Meld level.
Well it's been a while now since I leveled mine up, but as best I can remember, yeah it felt a bit squishy during much of the ride. I didn't mind that so much, it made it more fun. I didn't jack up my difficulty as high as I might have otherwise, and made good use of inspirations, and enjoyed the trip to 50 immensely.

It bothered me at times to be so reliant on inspirations when facing EBs, but considering that's standard practice when playing other squishy ATs, I made my peace with it.

The contrast between my IO'ed Regen and IO'ed Nin was stark though, to say the least.


 

Posted

Quote:
Originally Posted by Supernumiphone View Post
Well it's been a while now since I leveled mine up, but as best I can remember, yeah it felt a bit squishy during much of the ride. I didn't mind that so much, it made it more fun. I didn't jack up my difficulty as high as I might have otherwise, and made good use of inspirations, and enjoyed the trip to 50 immensely.

It bothered me at times to be so reliant on inspirations when facing EBs, but considering that's standard practice when playing other squishy ATs, I made my peace with it.

The contrast between my IO'ed Regen and IO'ed Nin was stark though, to say the least.
Well now that she's SO'es and recon and DP recharging decently (and integration for passive regen, and I'll get FH at 30), plus insps, my regen stalkie doesn't seem so squishy anymore. Squishier than my /nin and /EA yes, but very enjoyable.

Quote:
Originally Posted by GavinRuneblade View Post
That's a scary thought. My /nin stalker was squishier than any blaster or Dom I've ever built until about level 40-ish. And at 42 he still sucks donkey#$%^&.
Seriously? My /Nin Stalker at 27 already felt strong and far from squishy BEFORE the buffs (27 because I slotted up energy transfer, but we're talking about secondaries here).

She had 2 IOs only, a knockback prot and a Steadfast unique. That was enough to approach 30% defenses (22% from toggles, 5% from hide supressed+CJ and 3% from the unique). Even without the steadfast she'd be alright, 27% defs and the heal every 30 seconds. All on SO's.

I can't understand how you think a toon with such numbers at level 22 could be squishier than a blaster or dom who have no mez protection, no crits, no hide and no significant defense on SOs, unless you built it horribly wrong.

My fm/sd scrapper is far squishier and relies on insps much more, because of her 24% defs (with the steadfast) and no self heal. She just kills stuff insanely fast because of FSC and AAO 9no shield charge yet.


 

Posted

Quote:
Originally Posted by Kioshi View Post
Seriously? My /Nin Stalker at 27 already felt strong and far from squishy BEFORE the buffs (27 because I slotted up energy transfer, but we're talking about secondaries here).

She had 2 IOs only, a knockback prot and a Steadfast unique. That was enough to approach 30% defenses (22% from toggles, 5% from hide supressed+CJ and 3% from the unique). Even without the steadfast she'd be alright, 27% defs and the heal every 30 seconds. All on SO's.
I dunno the uptime on my heal but it's definitely not every 30 seconds. My defenses are all under 25%, and I don't think actually over 20%, I'd have to check. My status protection is not perma (I have one working and one expired SO, so it probably will be once I drop a second generic Recharge in there) and let me pause again to mentally wish the developer who came up with the idea of click-based status protection a naked trip down a waterslide built of rusty razors and filled with lemonjuice. F$%^& bas@#$%^. ok, back on topic now. I have no resists to anything, and spines gives no mitigation except knockdown from ripper and is the lowest damage primary filled with dots so things stand there hitting me longer than on say anything else that exists.

And primaries do factor into it really. Even with buildup and 6-slotted ripper (my highest damage attack other than AS), I can't one-shot minions. With my crappy defenses that one extra attack I need to make per enemy means they are doing a lot more damage to me than if I had, say Ninja Blade or Dark Melee. At least both of those have some built in mitigation on top of the higher damage. Even your energy melee has both stuns and higher damage.

Quote:
I can't understand how you think a toon with such numbers at level 22 could be squishier than a blaster or dom who have no mez protection, no crits, no hide and no significant defense on SOs, unless you built it horribly wrong.
Probably did build it horribly wrong. =) Also, I am a completely crappy player. Given the exact same character you may be able to do what I cannot.

Per my combat tab, on the rad/mm blaster I'm working on right now, she has the aoe damage to drop an entire spawn in 2 shots. With no significant defense (hover), the enemy has about an 75% chance to hit her. Against my /Nin they have about a 50-64% chance but they get many more attacks off due to my massively lower damage. this is the crux of the problem.

Quote:
My fm/sd scrapper is far squishier and relies on insps much more, because of her 24% defs (with the steadfast) and no self heal. She just kills stuff insanely fast because of FSC and AAO 9no shield charge yet.
My 35 fm/sd brute is way tougher. Tanked an ITF for level 50s with only a ice/cold defender for buffage, and no heals. Died a fair bit. But we pulled it off and I did ok. FM is so high damage that things actually die before they can hurt me much. Spines however = total suckage. My stalker can't tank a single -1 boss. It is AS-placate-Ripper-run like a scared little child until placate is back up. My brute was able to tank deathsurge solo for about 40 seconds at level 16 with mostly unslotted powers. My stalker can't survive three attacks (note I mentioned attacks not hits, it only takes 2 hits for deathsurge to drop him, but he has not yet missed two out of 3) from deathsurge at level 41.

so, yes he's much squishier. much much squishier. Regen is not fire and forget, but with the toggles going and dull pain you're really tough. Just push the click heal once in a while as needed and focus all your attention on killing things. Higher level, mog before a fight, shadowmeld during if needed, heal now and again.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

not shabby. Stacking some decent regen onto a defense build like that is very helpful.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Daemodand View Post
My SR Scrapper regenerates 23 HP/sec.
Meh, my Claws/Sr will regen 23.8 hp/sc and have tough and aid self and capped defs if I ever get to level her because I'm having too much fun with the fm/sd although shes squishy


 

Posted

I'm going to have to look at my build on my claws/regen, because I have zero problems with survivability and I slotted for regen, recharge, and recovery (in that order) with defense being a nice to have, but not a priority.

I don't understand why people have so much trouble with regen. Most mobs (even at +3) can't damage me faster than I can heal, and even most EBs are only a threat if I'm asleep behind the wheel. If they don't kill me in the first 30 seconds, they never will.

Maybe it's the KB/KD of claws or something buying me those precious extra seconds to heal... I am certain it's not some uber-build skills, since I slot off the cuff (and don't have purples... not even close) and don't even plan builds at all.

MoG is nice but it's more a "give me a moment so I can turn on IH" switch than it is anything else. It's nice, but I'd probably be fine without it if I were quicker on the keys.

I'll have to look at my numbers next time I'm in the game.

This is also the only stalker I've rolled that I find to be "easy mode", so maybe it's just a playstyle thing.


Quote:
Originally Posted by eltonio View Post
This is over the top mental slavery.

 

Posted

Yes Gavin you did something horribly wrong. I mean, mez protection can be made perma with 2 slots at level 22. What's wrong with click mez protection? Just ctrl+click to make it auto and never worry about it again, provided you do the minimum for it which is slotting to recharge IOs/SOs there. And it costs less end in the long run that the toggle ones, plus they still remain active should you be sapped or run out of end.

Even if you are a 'crappy ' player by your definition (doesn't seem the case if you tanked an ITF with a fm/sd at 35 who still probably has crappy defs, no heal and little DDR), you shouldn't think a /nin stalker is squishier than a damn blaster or dom.

Look at this very basic /nin layout (a necessary kb prot io is missing, but I decided to give you a common IO simple build):


Villain Plan by Mids' Villain Designer 1,703
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 27 Magic Stalker
Primary Power Set: Spines
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fitness

Villain Profile:
Level 1: Lunge -- Empty(A)
Level 1: Hide -- DefBuff-I(A), DefBuff-I(3)
Level 2: Spine Burst -- Empty(A)
Level 4: Ninja Reflexes -- DefBuff-I(A), EndRdx-I(5), DefBuff-I(9), DefBuff-I(9)
Level 6: Assassin's Impaler -- Empty(A)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 10: Danger Sense -- DefBuff-I(A), EndRdx-I(11), DefBuff-I(15), DefBuff-I(17)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(17)
Level 14: Combat Jumping -- DefBuff-I(A), DefBuff-I(19)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(19)
Level 18: Impale -- Empty(A)
Level 20: Kuji-In Sha -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25), Heal-I(25), Heal-I(27), Heal-I(27)
Level 22: Hurdle -- Empty(A)
Level 24: Health -- Empty(A)
Level 26: Ripper -- Empty(A)
Level 28: Stamina -- Empty(A)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 6: Ninja Run


I know you can't see numbers, but with this basic slotting (all 30 IOs, which are actually weaker than +3 SOs iirc):

- Heal recharges in 30.7 secs and heals half your hp, which should be the case for every /Nin - you'll always want 3 rech SO's worth of enhancers there and 2-3 Heals. You'll eventually want to 6-slot Kuji In Sha anyway for 5 doctored wounds (cheap + capped rech) and a steadfast unique (not expensive and you can do some SF ing to get it)

- With combat Jumping on and Hide Suppressed, 27% def to all. Good Luck getting that on a shields toon with SOs before Weave (and you'll have to get Phalanx also besides CJ), and I doubt you'll fit Aid Self on a /SD unless you gimp attacks because those are tight builds.

In the nin build, add Maneuvers and you're at 30.5%, 33.5% with the steadfast unique, enough to softcap with 1 small purp and still having the second best self heal in the game (1st is Healing Flames, second is Kuji in Sha and Reconstruction, not taking Dark Regen in to account here because it depends on mobs and is an end hog). /Shields has no heal and with similar setup but more powers (toggles, CJ, Phalanx, Weave which unlike Maneuvers need boxing and Tough first) can get the same numbers, probably at a later level because of build tightness and Weave prereqs.

But yeah, I thought 'man which primary could he possibly have to find /nin underwhelming?' and first one that came to mind was Spines. Not a good boss killer, little mitigation compared even to Ma, worst ST ever. Not that I find Spines a bad primary, but I'd say it may be the least survivable (the only one good at aoe with elec tho).

But as I said, if your heal is not recharging in 30 secs and your defs aren't 27% w/ Hide suppressed before level 25, you built it wrong, even with SOs.


 

Posted

Quote:
Originally Posted by Smurch View Post
I'm going to have to look at my build on my claws/regen, because I have zero problems with survivability and I slotted for regen, recharge, and recovery (in that order) with defense being a nice to have, but not a priority.
Generally you want the order to be recharge-hp-regen. But it's not really a big deal, certainly easier to hit the hp cap on a stalker than a scrapper =) But that is a for sure goal if you're doing regen. Get both the +hp accolades, and make sure you're capped on hp. Makes a much bigger difference than adding more regen set bonuses because it multiplies the effect of all your heals and your regen both, while adding another regen bonus just adds a tiny amount of hp/sec one time. If you have enough to cap your hp, then it's all regen and recharge. Def is nice, 15-20% vs S/L makes a very noticeable difference all around.

Quote:
I don't understand why people have so much trouble with regen. Most mobs (even at +3) can't damage me faster than I can heal, and even most EBs are only a threat if I'm asleep behind the wheel. If they don't kill me in the first 30 seconds, they never will.
It's clicky. When my regen is down, it is always because I forgot to use my clickies or because I used them wrong. On average I have 3 of them up and ready to be used when I faceplant. Regen is a skilled set. The more skill you have the better you can do with it. That said, at full tilt my scrapper pulls in 152 hp per second after my most recent rebuild. That is why I can afford to be sloppy with my clickies =)


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Smurch View Post
I'm going to have to look at my build on my claws/regen, because I have zero problems with survivability and I slotted for regen, recharge, and recovery (in that order) with defense being a nice to have, but not a priority.

I don't understand why people have so much trouble with regen. Most mobs (even at +3) can't damage me faster than I can heal, and even most EBs are only a threat if I'm asleep behind the wheel. If they don't kill me in the first 30 seconds, they never will.

Maybe it's the KB/KD of claws or something buying me those precious extra seconds to heal... I am certain it's not some uber-build skills, since I slot off the cuff (and don't have purples... not even close) and don't even plan builds at all.

MoG is nice but it's more a "give me a moment so I can turn on IH" switch than it is anything else. It's nice, but I'd probably be fine without it if I were quicker on the keys.

I'll have to look at my numbers next time I'm in the game.

This is also the only stalker I've rolled that I find to be "easy mode", so maybe it's just a playstyle thing.
If this is working for you, no need to change s lot of things

I'd never played regen so I went with the scrapper regen expert advice (Umbral) to go for 25%ish positional defs.

Mine, now at 25, is far squishier than my /nin who had the same 'basic heal' (Recon) and 27% def to all since 22. But maybe because I still have no IH, just got Hasten and it's 1 slotted, FH will come at 30. I'm already feeling the difference now that I have Integration and Heath (Integration provides the biggest passive regen bonus in the set, except of course for IH which isn't an always-on power). But I still have to use insps a lot more than on my /nin when she was at a similar level.

But I'm doing well on SOs I think, I rarely die on 8 man teams at +3/bosses and I'm quick to activate my heals (I bound H for Recon, J for Dull Pain, and will bind K for MoG and L for IH I think).

But well, on my 50 em/nin, softcapped to mele/ranged without much effort, I spend entire missions without using my heal. I still find /Nin a better secondary overall, but I'll pvp with this /regen (better than Nin for PvP). Of course the pvp build is entirely different - spirit shark, stealth, phase, tactics, no fitness...

But anyway I'm having more fun than I thought with a non-defensive Stalker, and I was against non-def set for them (I still don't consider dark armor a very good secondary because you have to toggle your aura on and off, and elec is meh, although I LOVE both sets on scrappers, especially for the damage aura).


 

Posted

Quote:
Originally Posted by Kioshi View Post
With combat Jumping on and Hide Suppressed, 27% def to all. Good Luck getting that on a shields toon with SOs before Weave (and you'll have to get Phalanx also besides CJ), and I doubt you'll fit Aid Self on a /SD unless you gimp attacks because those are tight builds.
Rule #1 never, never, never, never use SOs on any character at any level ever. Unless you're just piling on Accuracy at low level into the fewest possible slots = exception that proves the rule. =)

Level 20 Def/end IOs = cheaper than SOs, can be slotted at level 17 instead of level 22, and two of them give a higher bonus (40% compared to 38%) than +3 SOs without ever expiring. If you do triples (acc/dam/recharge, dam/end/recharge, acc/dam/end etc) for your attacks, the level 17 IOs can be slotted at level 14 and give a higher bonus than a +3 SO. You can reliably buy these from the vendor-trash sets for less than 40k on the black market even as crappy as it is, or run a couple AE missions and roll them with tickets.

Seriously, the cost to SO one slot from level 22 to 50 is over 200k. You can get a higher bonus starting at level 17 instead of 22 for 40k to 90k. Crafting a memorized level 30 common IO (gives more than an SO) is about 70k including salvage. And the 35s are almost the same price. Never use SOs.

In fact that's part of my nin's problem. He's on SOs varying from 0 to -4 (or worse) and a few expired. Keeping them fresh is an issue. He's a very old character from when I was new and hasn't received the IO love other later characters have. As a result, most of my younger characters have higher numbers AND more money. SOs really suck. Pay more for less, woohoo. Go team.

Anyway, my shield has phalanx, toughness, and weave at 36. She has aid other but not aid self yet. Don't forget the -dam/+dam aura that shields get also. My nin has just his secondaries plus combat jumping. No maneuvers, no tough, no weave. But at that point we're arguing builds not secondaries. See below.

Quote:
In the nin build, add Maneuvers and you're at 30.5%, 33.5% with the steadfast unique, enough to softcap with 1 small purp and still having the second best self heal in the game (1st is Healing Flames, second is Kuji in Sha and Reconstruction, not taking Dark Regen in to account here because it depends on mobs and is an end hog). /Shields has no heal and with similar setup but more powers (toggles, CJ, Phalanx, Weave which unlike Maneuvers need boxing and Tough first) can get the same numbers, probably at a later level because of build tightness and Weave prereqs.
really, most of that is moot (and for my money the top two heals in the game are in order Stygian Circle and Dull Pain). Assuming equal primaries, equal pools and equal slotting. Killing them faster AND reducing their damage beats stopping my attacks to heal. And that's why nin is squishier than shields. I can say that with a -damage aura and one defense toggle, my /sd has better staying power than my /nin with just a defense toggle. Against any given attack, that's where it really is. One toggle giving you defense against that position. Well, the nin has hide which shields doesn't, but all else can balance out. The nin has toys, the shield has a +dam to me -dam to them aura.

Pretend both have combat jumping, weave, tough, and maneuvers. What then is the difference?
nin = one defense toggle, hide, heal
Shield = one defense toggle, -dam/+dam aura, phalanx

That's the difference right there. all the rest is probably attributable to slotting and primary.

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But yeah, I thought 'man which primary could he possibly have to find /nin underwhelming?' and first one that came to mind was Spines. Not a good boss killer, little mitigation compared even to Ma, worst ST ever. Not that I find Spines a bad primary, but I'd say it may be the least survivable (the only one good at aoe with elec tho).
Once I found the forums, I started researching and got very sad. According to The Results Are In on the scrapper forums, 100% of my melee toons are in the very bottom of the damage dealt, and on top of that I don't even use the right attack powers.

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But as I said, if your heal is not recharging in 30 secs and your defs aren't 27% w/ Hide suppressed before level 25, you built it wrong, even with SOs.
Remember, SOs expire and drop as low as 18% bonus at -3 level. SOs suck. Really, really, really bad.
My status is not recharging because one of the two recharges slotted in it is expired and the other is low level.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Oh I know all about frankenslotting, I was just giving an example of a simple /nin build that is much, MUCH more resilient than any blaster/dom at level 22. And I used 30 common IOs which NEVER expire and are cheap. And you could have used them on your Stalker, I bet you wouldn't say he sucks at 42, cmon 30-40 common IOs are cheap change for a 40+ toon.

I'm actually upset that I just had to spend a million inf to SO to SO my elm/regen when she hit 22 because the markets are down. I could have achieved better values with frankenslotting.

I hate SOs too. The other day the Repeat Offenders were forming a team on Virtue and I only had a Spines/Dark scrap from AGES ago, 24 with 25 SOs. The team was steamrolling, and I was 27 in no timeand all my SOs started to suck. Only reasons I bought 30 SOs was because we were really gaining levels fast, having fun and the toon has 200 million from Tf drops so 1 mil is not that bad if you're enjoying yourself and don't wanna pause to invent stuff.


 

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Ah but blasters and doms have active mitigation. Take my 49 sonic/em blaster. It's rare that anyone ever gets an attack off against her except bosses. She could have straight 0 defenses and it wouldn't matter. PowerSurge, Aim, Sleep. Then stack stuns on the toughest enemy. kill it. Buildup + Sleep just for safety. Stun one sleeper. Kill it. Stun one Sleeper. Kill it. If anyone gets out I have three stun powers, and sleep is up every 17 seconds. Defense? Who needs it!

My three doms have no set-based defense higher than 8%, and what they have is only by accident, not intent. But all are more resilient because of the aoe holds, earthquake, sleep, confusion, etc.

But in both cases if I did I could build them for hover +ranged Def.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Can you solo AVs on your blasters/doms? Because many Stalkers can, with no insps.

I could duo AVs with another dom, on my ice/psi permadom, but not solo them.

I almost never die on my IO'ed mind/emp, I can solo her on +3 w/ bosses, but I wouldn't dream of soloing an AV with her. And even doing normal missions it takes long to kill bosses, even with purple procs and 86% global rech.

My cheaply IO'ed (meaning no LOTGs and purples - okay the confuse purple but it cost less than a touch of death set when I bought it) has a 50% heal every 20 secs and capped defs plus 67.5% global recharge. I often forget to toggle Hasten and I don't miss it.

BU+AS+ET+T. Focus do more than 2k damage in 7 seconds.

I can stun everyone and kill much faster than a sonic blaster because sonic blast cannot 3-shot a purple boss and has laughable AoE damage. If a purple Freak tank get in melee with you, you're toast in two hits. And Freak tanks aren't even the worst bosses around, not to mention you won't sleep one with your sonic mag 3 sleep.

I can get a hold too if I want, like blasters. I soloed the ITF computer on invincible after an instant teamwipe (all but me) using my tier 9 for some time when I had only about 35% defense. I have a relatively good confuse / -tohit / confuse power (gets good with the purple proc, cheap too). All part of /nin.

You'll spend a FORTUNE on a sonic/mental blaster to solo an av, even more now because of the BoTZ nerf.

I say you're still doing it wrong, arguing that /nin is squishy when you didn't do the BASICS to make it workable (mez protection non perma at 42. Cmon. buy 2 lvl 30 ios for 50k and you'r done. Buy 3 rech IOs and 3 heal IOs and you have your 0-second heal on a def based powerset, no other primarily defensive secondary has this).

You're also using the best mitigation blaster (sonic) as an example. The AV-soloing blaster I know are all sonic/mental because of -regen and -resist or fire/mental because of the insane damage fire puts out with no mitigation except rain of fire.

If you wanna argue that /nin (or any other set) is squishy, build one decently first. By decently i mean the very basic layout I put with common 30 IOs (plus a KB protection because nin needs one). And if you don't see the value of defense, I think you're not reading the scrapper forums although you post there. ALL the uber builds that solo ITFs and 4 AVs at the same time and other crazy stuff have significant defense and most have some form of heal (Wp's 1000% regen softcapped to at least s/l/e, dark regen with capped melee on a kat/dark armor, the dm/shields builds, even the regen av soloers build for 30% def to melee at least)


 

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Originally Posted by Kioshi View Post
Mine, now at 25, is far squishier than my /nin who had the same 'basic heal' (Recon) and 27% def to all since 22. But maybe because I still have no IH, just got Hasten and it's 1 slotted, FH will come at 30. I'm already feeling the difference now that I have Integration and Heath (Integration provides the biggest passive regen bonus in the set, except of course for IH which isn't an always-on power). But I still have to use insps a lot more than on my /nin when she was at a similar level.

But I'm doing well on SOs I think, I rarely die on 8 man teams at +3/bosses and I'm quick to activate my heals (I bound H for Recon, J for Dull Pain, and will bind K for MoG and L for IH I think).

But well, on my 50 em/nin, softcapped to mele/ranged without much effort, I spend entire missions without using my heal. I still find /Nin a better secondary overall, but I'll pvp with this /regen (better than Nin for PvP). Of course the pvp build is entirely different - spirit shark, stealth, phase, tactics, no fitness...

But anyway I'm having more fun than I thought with a non-defensive Stalker, and I was against non-def set for them (I still don't consider dark armor a very good secondary because you have to toggle your aura on and off, and elec is meh, although I LOVE both sets on scrappers, especially for the damage aura).
I was just noticing that what might be an experience difference in your regen and my regen and your nin and my nin is the primary pairing. I went Bs/Regen. Meaning I had parry. At best you have some knocks. On my nin I have spines, you have energy. So you're killing things in one hit that take me three. Even if we had the same exact defense numbers on both cahracters on the regen my parry gives me an advantage your electric can't match. And on the nin your fast kills means you have three times fewer attacks incoming.

and that might also be part of your experience with nin compared to regen. What is your perception of your kill rate with elec compared to energy? If the enemy is getting two attacks vs your regen when they only used to get one on your nin, you will absolutely feel the difference. Also, I'm curious because I'm thinking of an energy melee stalker for going rogue.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by Kioshi View Post
Can you solo AVs
Getting off topic by a lot. though it is all a good read. The point is which powersets feel squishy on the way up, not which have what high-end potential.

But, to be on topic, you know how comparing all powersets on SOs, then on IOs, then on Purples and PvPs you get three different groupings of what is the best and what is not? My point all along (granted very poorly expressed) is that some powersets are harder to come up with a good build on.

It's not just that I screwed up this /nin. ALL my builds are that bad. And yet several can do what my /nin cannot. For example, My /dark stalker has end reduction and recharge in hide intentionally. Her only "fully slotted out" defense is her status resistance which has 5 pieces of aegis. Because I didn't know any better back in 2008 and I've never respecced her because I'm afraid I'll only make her worse. And even that borked, she is tougher than my /nin. Because dark is an easier set than /nin. Not better, not tougher, but easier.

Think about it. And this should help you see that yes I do understand defense. With defense sets you have to add defense first if you add anything else it's less effective. With regen, you can add almost anything and it just makes you better. People build for massive hp/second builds. Some do all recharge. Some do recharge plus defense. It all works. Not all as good as eachother, but anything you add makes a difference you can feel. Add resist or regeneration to a defense build? Waste of time. Slap tough on a /nin and it's not enough to even notice a change unless you're already at the softcap or darn close. I'm talking for general play not for AV soloing and not even for +whatever/x6 here. Just pug-level play.

/nin is trickier to get right because there are more wrong options. Regen has almost no wrong options. Some are better, but all help.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

You know, I respectfully disagree. Nin is so easy to get it right. Slot your defs, slot your heal, then go for recharges and you're done. Then IO for rech and def (and capping HP with accolades which is standard for any Stalker except WP who can cap them without the accos).

Bill Z Bubba does crazy thing with his claws/sr scrapper and he slotted for extreme regen and recharge besides def, and loves Tough. That's an example that it' not a waste of time. I'm happy with my claws/SR scrap I have a planned build and it has great regen, recovery, slotted tough and Aid Self, should be unkillable. I'd go for some regen on a /SR stalker if I couldn't fit aid self in.

/Nin was always widely recognized as the most Stalker friendly secondary, easiest to play since SO - level (all defense sets suck big time before that, and other like regen too because you need decent recharge on the heals).

It just feels you're criticizing the set like I'd criticize a fire/fire blaster's damage if I slotted the attacks only with acc, endredux and recharge only, meaning I'm doing it REALLY wrong.

Btw replace your endred in your dark stalker's Hide for something like a kismet or another kb io (or a lotg if you can pay) because now Hide costs 0 endurance, doesn't require a respec to replace one IO.

I don't see wrong options in nin, it's kinda obvoious you should slot your defenses and max recharge and heal on kuji in sha, plus 2 lvl 30 rech common IOs in the mez protection and you never have to worry about it again. And the optional toys (Caltrops and Blinding Powder) aren't exactly must haves (didn't include Smoke Flash because it sucks, but you can see any power number on city of data since you don't have mids, and every set has some power that's meh - Resilience, Cloak of Fear becuse of all the nefage, Energy Protection in /EA which is only good to add a steadfast unique, the godmode in elec, revive in regen and wp, wp's tier 9 is nothing to talk about too).

I find it much easier to gimp dark armor by not slotting dark regen for acc, endredux and rech properly - and if you get Cloak of Fear, slotting it badly since it needs a LOT of acc and endred. O. Gloom is fine with 1 acc IO.

I'm talking general play with common IOs here (or Sos which are the same but you hate them, as do I). What other set can get 30.5% defense (22% toggles + 5% hide plus CJ + 3.5% maneuvers) to all with common IOs and have the great heal that regen has (Recon)?

As i said I soloed a pink EB in a 8-man team on my 24 regen stalker, but I'd have used a lot less insps at the same level with a /nin.

And with IOs Regen gets a lot more help if you get defenses instead of going purely for hp/sec because you mitigate much more damage with 25% def than regenrating a lot of hp/sec and getting 2-shot by a freak tanker. Ok, use your heals, but you can't stay in the middle of a red mob with a pink tank on a team because they'll all be hitting you for full damage - remember that even at extreme recharge, instant healing is not available most of the time. If you go extreme ZOMG expensive recharge (100% global rech via IOs) plus 3 rech IOs in instant healing, it won't be available even 1/3 of the time;


 

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I really talk too much. =) But you have such great posts I want to respond to every sentence. Heh. Just wanted to thank you for the conversation!

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Originally Posted by Kioshi View Post
You know, I respectfully disagree. Nin is so easy to get it right. Slot your defs, slot your heal, then go for recharges and you're done. Then IO for rech and def (and capping HP with accolades which is standard for any Stalker except WP who can cap them without the accos).
You're making the assumption that the person making the build understands more than I am assuming they do. For example, do you really think it is obvious that defense is multiplicative and resistance is additive? Do you really think most of the playerbase understands that there is a good reason weave gives a 4% bonus and toughness gives 11%? I know it's not obvious based on the number and specific types of mistakes I see in first-time posters builds compared to more regular posters.

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Bill Z Bubba does crazy thing with his claws/sr scrapper and he slotted for extreme regen and recharge besides def, and loves Tough. That's an example that it' not a waste of time. I'm happy with my claws/SR scrap I have a planned build and it has great regen, recovery, slotted tough and Aid Self, should be unkillable. I'd go for some regen on a /SR stalker if I couldn't fit aid self in.
you totally missed what I said. I specifically did not say that adding toughness was not useful. I said if you don't add the extra defense first its not as good as if you do add the defense first.

If you're at 27% defense and add toughness, that's a bit less effective than if you added maneuvers or another 3.75% set bonus. If you were at 35% and added toughness it's way less effective than getting the next 3.75% (because of how defense is multiplicative). But it is a much more noticable effect than if you added toughess back when you were at 27% defense. And if you're actually capped, or you regularly cap yourself using purples when you need it, then adding toughness makes a really big difference. In fact, it is so big a difference that the whole nerf to resistance was to prevent people from having giant levels of both defense and resistance at once.

Add toughness too soon and it's less useful than more defense. Add it later and it's wonderful. Again, I'm not now and I didn't in my earlier post say resistance wasn't good on a defense based character. I did say that adding certain bonuses at different times will greatly change what you notice as a result. For a defense-based character in particular.

By comparison on a dark or a regen add toughness anytime. It's all good. Bill, is not at 22% defense. And I was specifically talking about pug-level play, levelling builds, not top-end builds like Bill runs. Your regen isn't top end right now, and your nin wasn't top-end at the level you're comparing the two. At the point where you are right now, toughness will make much more of a noticeable difference on your regen than it would have on your nin when your nin was back there. Adding some extra defense would make more difference on your nin than on your regen, but on your regen you'll still really feel it. In otherwords, one choice will benefit your nin much more than the other. Both choices will help the regen about the same.

that's not exactly the same as saying you can make a mistake with a /nin more easily than with a regen, but it's close enough for my purposes.

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/Nin was always widely recognized as the most Stalker friendly secondary, easiest to play since SO - level (all defense sets suck big time before that, and other like regen too because you need decent recharge on the heals).
That is for people on the forum who know how to make a build, it is the most friendly. Not for the people who don't know the difference between resistance and defense. I do believe that the honor belongs to willpower as the most idiot proof secondary.

SR and nin are certainly the cheapest to softcap and can get the best top-end performance on SOs. But that is assuming the person comparing them to say regen is smart enough to know to put more slots in fast healing than in health. Look at proposed builds, only half or less of first-attempt builds get that one right. It's one of the most common mistakes out there. And yet the people who make that mistake still do ok. Choosing not to take your ranged defense toggle because you're a melee character? I've seen those sorts of builds. Nothing is obvious. Nothing.

In my experience, not pushing the difficulty slider up, but keeping it pug-level even solo, regen was a more forgiving set than nin. Dark was, energy was. Slots I should have put and used in my toggles I wasted on my toys and bad attacks. Complimentary pools I should have taken I didn't because I look at 2% defense and don't know that it is so easy to stack them to get a good number, I just saw 2% defense on maneuvers or 10% damage on assault, and 10% is much bigger than 2%. Thinking like that, regen is more forgiving.

I believe because of that, and I also think differences in the primaries, I had the experience that almost every other secondary I tried was more survivable than /nin.

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Btw replace your endred in your dark stalker's Hide for something like a kismet or another kb io (or a lotg if you can pay) because now Hide costs 0 endurance, doesn't require a respec to replace one IO.
She's already got the Kismet accuracy, and enough defense in hide that adding more isn't going to do anything significant, so it's not hurting me except in the sence that the slot would be nice to have somewhere useful. I don't really want to drop a set io in there temporarily because I already know when I rebuild her I'll have more than 10 I want to take out, so anything I put in would be destroyed. Could toss in a lowbie something, but then I have so many other low-level characters that could actually benefit from a level 18 serendipity for instance. hehe. So it just sits as it is until I come up with a real build.

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I don't see wrong options in nin, it's kinda obvoious you should slot your defenses and max recharge and heal on kuji in sha, plus 2 lvl 30 rech common IOs in the mez protection and you never have to worry about it again.
Obvious after a certain level of experience. But, look through build requests for help. It's pretty common to tell people they don't need end reduction in things like heals. Or that they do need it in tactics. I remember one dark armor build that has two end reductions in the stun aura. People are constantly are putting end reduction in combat jumping, or slotting accuracy in auto-hit powers that only need accuracy for PvP.

These things might be obvious to you, but not to everyone. I originally didn't slot enough defense and resist on any character because I didn't know there was a good reason the defense and resist enhancements have half teh bonus of endurance, damage and accuracy. I just thought they sucked and therefore assumed it was not a worthwhile investment using them compared to other bonuses. Knowing what I know now it is obvious. Back then? Not so much.

Knowing that combat jumping, weave, and maneuvers combined are better than alone? Knowing that combining them on someone who already has defense is better than starting from zero? Took me over a year to learn that. I thought 3% was 3%. I didn't realize the difference between 22% and 25% is way less important than the difference between 42% and 45%. As a result, I think that not picking pools that add defence is a mistake on a defense character. It is not a mistake on a resistance based character. As a result, I feel that resistance or healing sets are "easier" to get right.

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And with IOs Regen gets a lot more help if you get defenses instead of going purely for hp/sec because you mitigate much more damage with 25% def than regenrating a lot of hp/sec and getting 2-shot by a freak tanker. Ok, use your heals, but you can't stay in the middle of a red mob with a pink tank on a team because they'll all be hitting you for full damage - remember that even at extreme recharge, instant healing is not available most of the time. If you go extreme ZOMG expensive recharge (100% global rech via IOs) plus 3 rech IOs in instant healing, it won't be available even 1/3 of the time;
That is 90% true. but regen is a weird beast in that sense. It sort of depends on the size of the mob and what's in it because regen is so vulnerable to spiky damage and so resistant to slow damage.

On my regen I found that I could walk away from the computer and make a cup of tea with 9-12 crey cold/elec tanks attacking her and she'd be fine. I've actually done this against a number of different types of enemy (that crey comp mission where you go into the factory and destroy 30 crates specifically). But against even one paragon protector with noone else present she's toast unless I'm using parry and/or her clickies. Against rikti the minions hit much harder than the crey do. She can't ignore 9 rikti minions forever. For a while, but not forever. 9 nemesis minions? the jaegers will tear her up but the dragoons can't hurt her. Dot vs regen is a bad match for the dragoons. Even at the aggro cap dragoons don't do enough to get her down without help from bosses, lieuts, and jaegers.

For a defense character things are much more reliable that's for certain. Regen is a weird set in that sense.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.