First Stalker. Is this build all right?


BrandX

 

Posted

I have never played a stalker past lvl 6 so I consider this my first stalker. For whatever reason, I have suddenly realized that a stalker would make a pretty good ninja. I have ninja run, and ninja costumes, and the stalker AT has ninja blade and ninjitsu.

Also, for whatever reason, I have decided that this is something I should consider playing, especially with I19 and inherant fitness coming.

I have but together an end build I might use, getting recipes through alignment merits.

I took CJ and SJ for defense and a good all-around travel power. I also took super speed because it seems like a good fit for a ninja stalker. I took recall friend because when I've done certain missions with a stalker it is nice for him to stealth to the end and bring the team there. I took Water Spout because I heard it was good, but I would be willing to change this power out.

I put some purples in because they were relatively cheap (coercive persuasion), or make up for using an achilles heel chance for debuff and had only 5 slots left (SD and GD).

This build is soft-capped with hide off, and hasten is about 8 seconds away from perma. It has two slots left over for stamina. It doesn't have much in HP/Regen/End Rec and I don't know how useful/needful that stuff is. I don't know if I'll be sucking end. I would plan on putting two end mod and the performance shifter proc.

So, do you stalkers have any suggestions on this build that could help me out? While leveling I will take Sting of the Wasp early to help with my attack chain until I can respec out, so I do realize that this is a end-game build.

Thanks.

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Ninja Guy: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Gambler's Cut -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 6: Assassin's Blade -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
Level 10: Caltrops -- TmpRdns-Dmg/Slow(A), P'ngTtl-Dmg/Slow(46), Posi-Dmg/Rchg(48), ImpSwft-Dam%(48), Posi-Dam%(48)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Kuji-In Rin -- EndRdx-I(A)
Level 18: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), GA-3defTpProc(25)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 24: Kick -- Empty(A)
Level 26: Soaring Dragon -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(37)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 32: Golden Dragonfly -- Achilles-ResDeb%(A), Armgdn-Dmg(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(39)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Recall Friend -- EndRdx-I(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run



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Posted

Pretty solid build. With the slotting you have, Divine Avalanche isn't very handy. You could swap it out for Sting of the Wasp for a better damaging attack with no loss of mitigation. I'd toss your last two slots into your defense toggles and put the Def/End/Rech LotG in them for a bit off an Acc bonus as well as moving the Dam/Rech Posi out of caltrops and into Weave to do likewise.


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

 

Posted

It doesn't look all that horrible, but there are things I'd change about it. I'm not one to tell people what to do, but here are a few bullet points:

*If you're not slotting DA for defense, it's really not worth taking.

*Gambler's cut is inferior to sting of the wasp in terms of raw damage potential.

*Not taking flashing steel is completely screwing yourself out of the one good cone attack you have (It's actually a REALLY wide arc with decent damage).

I didn't slot set bonuses for melee def, in stead slotting DA for def. ONE application of DA will softcap you if you build it right, and you can use your set space for more damage, accuracy, or whatever else you're looking for.

However in practice it's pretty easy to keep one stack of DA going, and for the tradeoff you might be able to figure a way to perma your hasten, or toss in more damage. As long as you keep retsu around to help out in emergencies DA makes for a fine melee softcap by itself with only 2 or 3 slots invested. The added bonus is that DA slotted in this manner will actually allow you to easily overcome heavy def debuffs in at least the melee position by simply stacking it one or two more times. Personally I've found that utilizing DA for my melee def was more sustainable and reliable than the passive slotting route.

Some people really hate the idea of relying on keeping up the DA buff as part of an attack chain, but I can personally attest to it being another viable option. If you're one of those people who wants it all passive, then I'd listen to Reiraku and ditch DA for Sting, or better yet ditch GC for sting, and replace DA with flashing steel and slot obliteration in there for your melee def. This would give you a second source of AOE to go with your tricked out caltrops, as well as more damage, rech, and acc.

Compare this with what you've got:

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Ninja Guy: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
Level 6: Assassin's Blade -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
Level 10: Caltrops -- TmpRdns-Dmg/Slow(A), P'ngTtl-Dmg/Slow(46), Posi-Dmg/Rchg(48), ImpSwft-Dam%(48), Posi-Dam%(48)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Kuji-In Rin -- EndRdx-I(A)
Level 18: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(27)
Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), GA-3defTpProc(25)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 24: Kick -- Empty(A)
Level 26: Soaring Dragon -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(37)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 32: Golden Dragonfly -- Achilles-ResDeb%(A), Armgdn-Dmg(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(39)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Recall Friend -- EndRdx-I(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run


 

Posted

Thanks for the input. I've combined the advice from the two of you and come up with a slightly tweaked build.

I now have 3 achilles heel chance for -res. Is that too many? I know it won't stack, but I'd like to make sure it is on whoever I'm attacking. I'm wondering if that is only nice vs. EB's or Hero's or something, which I'm not sure I would have the survivability to take on one-on-one, but I don't know.

Is there any way for me to squeeze in some more damage without gimping the rest of the build? I only have 6.5% right now, but I have 80% acc.

Villain Plan by Mids' Villain Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Ninja Guy: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Sting of the Wasp -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Dmg/EndRdx(15)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(48)
Level 4: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(34)
Level 6: Assassin's Blade -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(11), GSFC-Build%(13)
Level 10: Caltrops -- TmpRdns-Dmg/Slow(A), P'ngTtl-Dmg/Slow(46), ImpSwft-Dam%(48), Posi-Dam%(48)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(27)
Level 16: Kuji-In Rin -- EndRdx-I(A)
Level 18: Divine Avalanche -- DefBuff-I(A), C'ngImp-Acc/Dmg/EndRdx(19), Mako-Acc/Dmg/EndRdx/Rchg(19), T'Death-Acc/Dmg/EndRdx(25)
Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), GA-3defTpProc(25)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(46)
Level 24: Kick -- Empty(A)
Level 26: Soaring Dragon -- Achilles-ResDeb%(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Dmg/EndRdx(37)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), S'fstPrt-ResDam/Def+(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Golden Dragonfly -- Achilles-ResDeb%(A), Armgdn-Dmg(40), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
Level 35: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39), CoPers-Conf%(39)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Recall Friend -- EndRdx-I(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run



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Posted

Quote:
*Gambler's cut is inferior to sting of the wasp in terms of raw damage potential.
Wait, wait, wait. Unless you are talking about burst, Gambler's Cut is definitely better than Sting of the Wasp. It has better regular dps (slot both with three level 50 dmg IO's, and calculate with arcanatime) and activates faster, meaning you can use it more frequently/any procs you have in it can go off more frequently.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
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Posted

Quote:
Originally Posted by Microcosm View Post
Wait, wait, wait. Unless you are talking about burst, Gambler's Cut is definitely better than Sting of the Wasp. It has better regular dps (slot both with three level 50 dmg IO's, and calculate with arcanatime) and activates faster, meaning you can use it more frequently/any procs you have in it can go off more frequently.
True, but in a rech heavy attack chain you're actually unable to USE that better rech speed, in effect wasting the rech advantage of the power by letting it sit there inactive.

In terms of a four power attack chain, you're actually hitting GD-Power-SD-Power. Taking sting actually maximizes raw damage because although its animation is longer, and its rech is slower, it fits in to the chain without wasting its rech.

While the power itself is better DPS, and in terms of a non-set slotted build is the superior performer, you end up with less total attack chain DPS by taking GC in stead of Sting because of the amount of time it sits in the tray while you're animating GD or SD. This is where sting sits on better footing. With global enhanced rech to the levels of this build you're actually getting better DPS out of Sting because you're not wasting rech, and getting a larger chunk of damage for that spot in the chain.

Not that it's a bad power, far from it, just that if you're ONLY going to take one on a rech-heavy set build, Sting is going to serve you better.


 

Posted

Quote:
Originally Posted by Shadestorm View Post
True, but in a rech heavy attack chain you're actually unable to USE that better rech speed, in effect wasting the rech advantage of the power by letting it sit there inactive.
No, this is wrong. Gambler's Cut is not just better DPS over the recharge and activation time of the powers, it's better DPS over just the activation time.

Since you're talking about heavy recharge builds, let's compare the two chains
At level 50, slotted with 3 dmg SO's:

GD>SotW>SD>SotW total time 6.204, total damage 779.38, total dps 125.63

GD>GC>SD>GC total time 5.412, total damage 701.44, total dps 129.6

Gambler's Cut is just better than Sting of the Wasp, period. Adding procs to those equations just makes the difference worse.


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Posted

Quote:
Originally Posted by Shadestorm View Post
*If you're not slotting DA for defense, it's really not worth taking.

*Gambler's cut is inferior to sting of the wasp in terms of raw damage potential.

*Not taking flashing steel is completely screwing yourself out of the one good cone attack you have (It's actually a REALLY wide arc with decent damage).

Wrong on DA. It really doesn't need defense slotting. It's good right out of the box, and better to just slot it for damage, like any other attack, so you don't lose any more damage from using it.

22% Defense from Ninja Reflexes, 2% Defense from Hide, 3% Defense from a Steadfast Protection = 27% Defense right there, add on DA which is easy to keep double stacked but for this will just say one application, is another 15% for 42% Defense (3% shy of softcapped Melee Defense).

Seeing as how you throw in a few defense set bonuses, you don't need to slot it for Defense at all.

Considering it's easy enough to get 30% Defense out of it without Defense slotting. Why even waste a Defense IO on it, when a Damage Proc or freeing the slot for somewhere else, would be better.

GC's as has been explained, is better for DPS. But that also assumes one can pull off the GC - SD - GC - GD - Repeat chain. It's not easy. So taking SotW may not be a bad idea.

But GC is the better attack (PvE wise anyways).

Agreed on Flashing Steel. If you can fit it in, I'd say take it for the additional AOE.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Microcosm View Post
No, this is wrong. Gambler's Cut is not just better DPS over the recharge and activation time of the powers, it's better DPS over just the activation time.

Since you're talking about heavy recharge builds, let's compare the two chains
At level 50, slotted with 3 dmg SO's:

GD>SotW>SD>SotW total time 6.204, total damage 779.38, total dps 125.63

GD>GC>SD>GC total time 5.412, total damage 701.44, total dps 129.6

Gambler's Cut is just better than Sting of the Wasp, period. Adding procs to those equations just makes the difference worse.
This is assuming a three power chain, not a four. Taking a four power GD>Sting>SD>DA chain, (melee def buff chain) or GD>Sting>SD>Flashing or a mixture of the two (I usually run DA every other cycle as its slotted to need one stack to cap) I find that Sting is the better performer.


 

Posted

Quote:
Originally Posted by BrandX View Post
Wrong on DA. It really doesn't need defense slotting. It's good right out of the box, and better to just slot it for damage, like any other attack, so you don't lose any more damage from using it.

22% Defense from Ninja Reflexes, 2% Defense from Hide, 3% Defense from a Steadfast Protection = 27% Defense right there, add on DA which is easy to keep double stacked but for this will just say one application, is another 15% for 42% Defense (3% shy of softcapped Melee Defense).

Seeing as how you throw in a few defense set bonuses, you don't need to slot it for Defense at all.

Considering it's easy enough to get 30% Defense out of it without Defense slotting. Why even waste a Defense IO on it, when a Damage Proc or freeing the slot for somewhere else, would be better.

GC's as has been explained, is better for DPS. But that also assumes one can pull off the GC - SD - GC - GD - Repeat chain. It's not easy. So taking SotW may not be a bad idea.

But GC is the better attack (PvE wise anyways).

Agreed on Flashing Steel. If you can fit it in, I'd say take it for the additional AOE.
True, but I was working in terms of a build that requires a single DA stack to softcap, as my chain fires DA every other cycle. Using DA as a damage slot and relying on a double stack was how I was set up before IOs and it's quite effective.

After I respecced to a single stack DA softcap, I found it was far easier to use that activation for another sting or flashing steel in stead of hitting DA again. Basically, I used an optional attack chain that sort of shifts gears depending on what I'm fighting, more often than not alternating DA and flashing for large mobs, sting and DA for single targets, and DA-DA, or DA-Dark blast (patron) for ebs/avs to stack def and -tohit.

Considering everything that's been said about GC in this thread, I might use my first I19 respec to switch it out for sting and see how it plays out though as there are some compelling arguments in favor of the power. I don't slot as much rech as some people, and my build is... odd which may have been the overarcing reason I found it a better performer. Hell, for all I know respeccing to GC might come out on top again.

Back to the OP though, as you've seen there are multiple ways to set up your ninja. Listen to what these people are saying about GC as it's all true, but the option between sting/GC is *highly* dependant on how your chain is set up.

Looking at your build again, and looking at micro's numbers GC might actually be your better option!