Stalker Build Critique


ConFlict

 

Posted

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
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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)
  • 13.6 HP (1.13%) HitPoints



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Posted

Swap Fitness for Leadership.


 

Posted

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.

 

Posted

Quote:
Originally Posted by ConFlict View Post
Swap regin for wp. Self capped percption will be huge in GR.
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.


 

Posted

Quote:
Originally Posted by Kioshi View Post
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.
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.


 

Posted

Stick with Regen. You can always pick up Focused Accuracy/Targeting Drone when stalkers get scrapper epics in GR.


 

Posted

Quote:
Originally Posted by Xanatos View Post
Stick with Regen. You can always pick up Focused Accuracy/Targeting Drone when stalkers get scrapper epics in GR.
This means my tank can get teh webnades!? how you know this??


 

Posted

Quote:
Originally Posted by Neeto View Post
This means my tank can get teh webnades!? how you know this??
Interesting and wooterrific if true.


Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit

 

Posted

Quote:
Originally Posted by Xanatos View Post
Stick with Regen. You can always pick up Focused Accuracy/Targeting Drone when stalkers get scrapper epics in GR.
The Stalker epics will be more akin to the Blaster epics than the Scrapper ones.


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

 

Posted

Quote:
Originally Posted by Neeto View Post
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.



Mog is worthless against forts. Jussayin.


Duel me.
I will work on my sig pic more when I have time.

 

Posted

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).


 

Posted

Quote:
Originally Posted by Kioshi View Post
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).
I took it on my stalker. It's good for procs and has gotten me a few kills. Not essential by any stretch.


 

Posted

Quote:
Originally Posted by Kioshi View Post
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?
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. Base perception radius is 500 feet, the IO adds another 100, and Tactics will add 484 (on a Stalker; the number varies by AT). Just between those two additions, you'd have a 1084-foot perception radius, cutting the distance you'd be able to see a stealth-capped VEAT from to just above 200 feet (of course, VEATs can't self-cap their stealth unless they're running Invisibility, as they can't be running Cloaking Device/Mask Presence and Stealth at the same time, but they can get to 800 feet without outside help). WP has an in-set +perception power which would put you at the Stalker perception cap without outside buffs - other Stalker secondaries with this ability are SR, Ninjitsu, and Dark.

Quote:
Conflict, why is MoG useless againts Forts?
Forts = psi damage (except TK Blast). MoG doesn't have defense or resistance against Psi (which is also why it's lol when a Regen Stalker hits MoG when he's being set after by half a dozen Psi Blasters).

Quote:
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).
It does good damage, yes, but Spirit Shark is better so that's what most people open with. On some multi-Stalker teams the one with Jaws will open with it to hold the target long enough for the other Stalkers to get in position for AS, or to drop fliers out of the air. However, even with the crit it's not worth it on its own as an attack just because it drops you out of hide.


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

 

Posted

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

Quote:
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.
Mac sorry I didn't totally get this part. A perc-capped Stalker can only see the VEAT at this distance or can he attack too if the VEAT is in attack range (say, 100 feet for some ranged blast enhanced with range IOs)? I'm betting I can attack the VEAT in this case, am I right?

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.