Stalker Build Critique
Swap Fitness for Leadership.
Swap regin for wp. Self capped percption will be huge in GR.
Duel me.
I will work on my sig pic more when I have time.

Are you saying I'd be better off with a Elec/WP with tactics? Is it much better than an Elec/Regen with Tactics and the +per IO? I understand nothing about perception caps.
Will this be the difference between seeing another Stalker from 10 to 100 feet?
EDIT: Btw is Spirit Shark Jaws a good attack? Mids says it does decent damage in PvP, but the build I've seen here usually only have the first shark attack.
Oh dude I just started an Elec/Regen for another try at PvP in the future because I read here that Regen Stalkers are more survivable than /WPs when IO'ed properly.
Are you saying I'd be better off with a Elec/WP with tactics? Is it much better than an Elec/Regen with Tactics and the +per IO? I understand nothing about perception caps. Will this be the difference between seeing another Stalker from 10 to 100 feet? EDIT: Btw is Spirit Shark Jaws a good attack? Mids says it does decent damage in PvP, but the build I've seen here usually only have the first shark attack. |
Stick with Regen. You can always pick up Focused Accuracy/Targeting Drone when stalkers get scrapper epics in GR.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I think he's refering to the VEATs being able to see stalkers. Being able to see VEAT comming at you will give you an edge in survivng getting put out of hide. Though for zones its a toss up since MoG can get you out of most any situation so it's mostly question of one's playstyle. Are u precautionary or do you react fast? and so on. Stalkers hunting stalkers is redundant since they can't really see each other if caped, however in GR, stalkers will AS others stalkers who are finishing up on ASing a squishie.
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Mog is worthless against forts. Jussayin.
Duel me.
I will work on my sig pic more when I have time.

Sorry I didn't understand. Ok so only VEATs can see Stalkers at 100 feet or so (afaik) bt won't a regen w/ tactics and +pre proc be able to see VEATs, or only a wp with their inherent perception+tactics+per proc can do that?
Conflict, why is MoG useless againts Forts?
And if you could answer me... S. Shark Jaws I almost never see in PVP Stalker builds, but Mids and CoD says it does decent damage as a ranged attack in PvP (not as much as Spirit Shark, but maybe another ranged attack would be nice on a Stalker).
Sorry I didn't understand. Ok so only VEATs can see Stalkers at 100 feet or so (afaik) bt won't a regen w/ tactics and +pre proc be able to see VEATs, or only a wp with their inherent perception+tactics+per proc can do that?
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Conflict, why is MoG useless againts Forts? |
And if you could answer me... S. Shark Jaws I almost never see in PVP Stalker builds, but Mids and CoD says it does decent damage as a ranged attack in PvP (not as much as Spirit Shark, but maybe another ranged attack would be nice on a Stalker). |
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Thanks for the answers! Shows how little I know about regen. I thought MoG gave you defense to all positions like Shadow Meld (so I thought that besides Mesmerize/ Dominate / Blind and other powers without positional tags, MoG would help against ranged psi attacks like Psi Blasters), CoData is not very clear on this, it only says (on my mac os partition now, can't check the game b/c the client runs like a slideshow or mids):
Recovery +1 for 15s
Effect does not stack from same caster
DEF(Smashing) +71.25% for 15s
Effect does not stack from same caster
RES(All except Psi) +71.25% for 15s
Effect does not stack from same caster
Max stealth radius for VEATs is something like 880 feet, so a perception-capped Stalker would be able to see a stealth-capped VEAT at something like 273 feet - enough to know they're there, but not enough to attack them. Meanwhile a percep-capped VEAT will see a stealth capped Stalker at about 120 feet. |
But anyway (speaking as a noob who only did some KBs and a lot of zoning before i13) it seems that my regen would see VEATs at a bit under 200 feet, and a WP/Nin/Dark/SR with the same setup can see at 273, is this correct? So it's not a ZOMG difference, is it?
And besides VEATs, nobody can see a stealth capped Stalker at more than 10 feet, right? Even other Stalkers?
Sorry for the noobish questions, I just feel that if I don't level this elec/regen and try some of the new pvp I'll burn out again quickly. I have a 50 em/nin I could try to pvp with... but all the build and IO changes I'd have to do drives me nuts, I'm not exactly rich and she has a very nice IO'ed build that would be useless in the 'new' pvp (new for me because I never tried it and left the game shortly after).
And about SS Jaws, I thought it could be nice as a followup attack if you don't kill your target after Spirit Shark, but with the long cast time of Spirit Shark I guess the target will be out of range for Jaws when you try to use it.
I'm thinking about making a EM/Regen stalker for pvp but i wanna make sure i have a solid build first so here it is feel free to take it apart
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
hilbilli: Level 50 Magic Stalker
Primary Power Set: Energy Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Barrage
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (19) Mako's Bite - Damage/Endurance: Level 50
- (33) Mako's Bite - Damage/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 1: Hide- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (3) Luck of the Gambler - Defense: Level 50
- (23) Luck of the Gambler - Defense/Recharge: Level 50
Level 2: Fast Healing- (A) Regenerative Tissue - +Regeneration: Level 30
- (3) Miracle - +Recovery: Level 40
- (25) Miracle - Heal: Level 40
Level 4: Reconstruction- (A) Doctored Wounds - Recharge: Level 50
- (5) Doctored Wounds - Heal/Recharge: Level 50
- (5) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (11) Doctored Wounds - Heal: Level 50
- (13) Doctored Wounds - Heal/Endurance: Level 50
Level 6: Assassin's Strike- (A) Mako's Bite - Accuracy/Damage: Level 50
- (7) Mako's Bite - Damage/Endurance: Level 50
- (7) Mako's Bite - Damage/Recharge: Level 50
- (9) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (11) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 8: Build Up- (A) Adjusted Targeting - Recharge: Level 50
- (13) Adjusted Targeting - To Hit Buff: Level 50
- (34) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (37) Adjusted Targeting - Endurance/Recharge: Level 50
Level 10: Dull Pain- (A) Doctored Wounds - Recharge: Level 50
- (15) Doctored Wounds - Heal/Recharge: Level 50
- (15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (17) Doctored Wounds - Heal: Level 50
- (17) Doctored Wounds - Endurance/Recharge: Level 50
Level 12: Hasten- (A) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
Level 14: Super Speed- (A) Celerity - +Stealth: Level 50
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (43) Winter's Gift - Slow Resistance (20%): Level 50
Level 16: Integration- (A) Numina's Convalescence - Heal/Endurance: Level 50
- (19) Numina's Convalescence - Endurance/Recharge: Level 50
- (21) Numina's Convalescence - Heal: Level 50
- (21) Numina's Convalescence - Heal/Recharge: Level 50
- (23) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (37) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 18: Placate- (A) Recharge Reduction IO: Level 50
- (40) Recharge Reduction IO: Level 50
Level 20: Swift- (A) Run Speed IO: Level 50
Level 22: Health- (A) Healing IO: Level 50
Level 24: Stamina- (A) Performance Shifter - Chance for +End: Level 50
- (37) Performance Shifter - EndMod: Level 50
Level 26: Energy Transfer- (A) Hecatomb - Damage: Level 50
- (27) Hecatomb - Damage/Recharge: Level 50
- (27) Hecatomb - Accuracy/Damage/Recharge: Level 50
- (29) Hecatomb - Accuracy/Recharge: Level 50
- (29) Hecatomb - Damage/Endurance: Level 50
- (31) Hecatomb - Chance of Damage(Negative): Level 50
Level 28: Instant Healing- (A) Doctored Wounds - Heal: Level 50
- (33) Doctored Wounds - Recharge: Level 50
- (33) Doctored Wounds - Endurance/Recharge: Level 50
- (34) Doctored Wounds - Heal/Endurance/Recharge: Level 50
- (34) Doctored Wounds - Heal/Recharge: Level 50
Level 30: Stealth- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (31) Luck of the Gambler - Defense/Recharge: Level 50
- (31) Luck of the Gambler - Defense: Level 50
Level 32: Invisibility- (A) Red Fortune - Defense/Recharge: Level 50
- (50) Red Fortune - Defense/Endurance/Recharge: Level 50
Level 35: Phase Shift- (A) Recharge Reduction IO: Level 50
- (36) Recharge Reduction IO: Level 50
- (36) Endurance Reduction IO: Level 50
Level 38: Moment of Glory- (A) Red Fortune - Defense/Recharge: Level 50
- (39) Red Fortune - Defense/Endurance/Recharge: Level 50
- (39) Red Fortune - Defense: Level 50
- (39) Red Fortune - Endurance/Recharge: Level 50
Level 41: Total Focus- (A) Crushing Impact - Accuracy/Damage: Level 50
- (42) Crushing Impact - Damage/Endurance: Level 50
- (42) Crushing Impact - Damage/Recharge: Level 50
- (42) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (43) Crushing Impact - Accuracy/Damage/Recharge: Level 50
Level 44: Spirit Shark- (A) Apocalypse - Damage: Level 50
- (45) Apocalypse - Damage/Recharge: Level 50
- (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (45) Apocalypse - Accuracy/Recharge: Level 50
- (46) Apocalypse - Chance of Damage(Negative): Level 50
Level 47: Spirit Shark Jaws- (A) Devastation - Accuracy/Damage: Level 50
- (48) Devastation - Damage/Recharge: Level 50
- (48) Devastation - Accuracy/Damage/Recharge: Level 50
- (48) Lockdown - Accuracy/Hold: Level 50
- (50) Lockdown - Accuracy/Recharge: Level 50
Level 49: Hibernate- (A) Efficacy Adaptor - EndMod/Recharge: Level 50
- (50) Efficacy Adaptor - Accuracy/Recharge: Level 50
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Assassination------------
Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 7.19% Defense(Energy)
- 7.19% Defense(Negative)
- 14.4% Defense(Ranged)
- 31% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 18% Enhancement(Heal)
- 5% FlySpeed
- 176.2 HP (14.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.9%
- MezResist(Immobilize) 13.2%
- MezResist(Terrorized) 6.6%
- 6.5% (0.11 End/sec) Recovery
- 60% (3.02 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% Resistance(Toxic)
- 5% RunSpeed
------------Set Bonuses:
Mako's Bite
(Barrage)
- MezResist(Immobilize) 3.3%
- 18.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler(Hide)
- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.13%) HitPoints
Miracle(Fast Healing)
- 2.5% (0.04 End/sec) Recovery
Doctored Wounds(Reconstruction)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Mako's Bite(Assassin's Strike)
- MezResist(Immobilize) 3.3%
- 18.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Adjusted Targeting(Build Up)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Doctored Wounds(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Blessing of the Zephyr(Super Speed)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Winter's Gift(Super Speed)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Numina's Convalescence(Integration)
- 12% (0.6 HP/sec) Regeneration
- 22.6 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Performance Shifter(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Hecatomb(Energy Transfer)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
Doctored Wounds(Instant Healing)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Luck of the Gambler(Stealth)
- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.13%) HitPoints
Red Fortune(Invisibility)
- MezResist(Immobilize) 2.2%
Red Fortune(Moment of Glory)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
Crushing Impact(Total Focus)
- MezResist(Immobilize) 2.2%
- 13.6 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Apocalypse(Spirit Shark)
- 16% (0.8 HP/sec) Regeneration
- 36.1 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
Devastation(Spirit Shark Jaws)
- 12% (0.6 HP/sec) Regeneration
- 27.1 HP (2.25%) HitPoints
Lockdown(Spirit Shark Jaws)
- 3% DamageBuff(All)
Efficacy Adaptor(Hibernate)