Resist capped Stalker


all_hell

 

Posted

I was just messing around in Mids to see if its possible to hit the resistance cap on stalkers. I could only do it to smashing and lethal damage types. It involved the Cardiac Core Incarnate choice and a boat load of Inf I'll probably never have. Not even really sure how much sense it would even make to try something like this..

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Mr Resist: Level 50 Magic Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Electric Armor
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Body Blow -- GS-Acc/Dmg(A), GS-Dam/Rech(3), GS-Dam/End/Rech(3), Mako-Acc/Dmg/EndRdx/Rchg(5), GS-Acc/Dmg/End/Rech(5), GS-%Dam(48)
Level 1: Hide -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(40)
Level 2: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(9)
Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(11), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13), S'fstPrt-ResDam/Def+(40)
Level 6: Assassin's Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(15), GS-Dam/End/Rech(15), Mako-Acc/Dmg/EndRdx/Rchg(17), GS-Acc/Dmg/End/Rech(17), GS-%Dam(50)
Level 8: Build Up -- RechRdx-I(A)
Level 10: Static Shield -- Aegis-Psi/Status(A), Aegis-ResDam(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam/Rchg(21), Aegis-ResDam/EndRdx(21)
Level 12: Smashing Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(50)
Level 14: Placate -- RechRdx-I(A)
Level 16: Grounded -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(27), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(33)
Level 18: Burst -- Sciroc-Acc/Dmg/EndRdx(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(50)
Level 20: Lightning Reflexes -- Run-I(A)
Level 22: Kick -- GS-Acc/Dmg(A), GS-Dam/Rech(40), GS-Dam/End/Rech(43), GS-Acc/End/Rech(43), GS-Acc/Dmg/End/Rech(45)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34)
Level 26: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(34), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Apoc-Dam%(46)
Level 28: Energize -- RechRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 32: Concentrated Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(37), GS-Dam/End/Rech(39), Mako-Acc/Dmg/EndRdx/Rchg(39), GS-Acc/Dmg/End/Rech(39), GS-%Dam(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 41: Water Spout -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


Iron Crane - Inv/SS Tanker (Champion)
Fox Die - EM/Nin Stalker (Infinity)
Azure Hunter - Arc/Ene Blaster (Infinity)
@tyxavier

"Consider the unparalleled advantage, of a natural disaster thats impossible to manage."

 

Posted

You will die often and quickly.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Microcosm View Post
With electric armor you should be hitting energy cap as well. Resist cap for stalkers is kindof low though, so you d be better off trying to get defense softcap.
Yeah, grab shadowmeld on that beast and you should be one tough stalker.


 

Posted

Stalker and other ATs are 75% resistance cap?

Brute is 85% and Tanker is 90 or 95%?? I can't remember Brute/Tanker's value.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

Quote:
Originally Posted by Person34 View Post
Yeah, grab shadowmeld on that beast and you should be one tough stalker.
Shadow meld makes practically everyone tough.
Below APP level you will still die to exotic types though.

I prefer the 30% def on top of resist school of thought.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Jibikao View Post
Stalker and other ATs are 75% resistance cap?

Brute is 85% and Tanker is 90 or 95%?? I can't remember Brute/Tanker's value.
Tanks and Brutes cap at 90%
HEATs and VEATs cap at 85%
everything else caps at 75%

I personally think that scraps and to a lesser extent, stalkers, should be bumped up to 80 or 85%. 80 would mean at the cap they would take double the damage as a damage capped tank, and 85% would be 50% more damage at the cap than a capped tanker. But taking two and a half times more with the same slotting on a brute vs scrapper seems a little unbalanced when you look at the closeness in damage.


 

Posted

Quote:
Originally Posted by Pyro_Master_NA View Post
Tanks and Brutes cap at 90%
HEATs and VEATs cap at 85%
everything else caps at 75%

I personally think that scraps and to a lesser extent, stalkers, should be bumped up to 80 or 85%. 80 would mean at the cap they would take double the damage as a damage capped tank, and 85% would be 50% more damage at the cap than a capped tanker. But taking two and a half times more with the same slotting on a brute vs scrapper seems a little unbalanced when you look at the closeness in damage.
Really the wrong forum for a brute/scrapper disparity comment, lol.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Pyro_Master_NA View Post
Tanks and Brutes cap at 90%
HEATs and VEATs cap at 85%
everything else caps at 75%

I personally think that scraps and to a lesser extent, stalkers, should be bumped up to 80 or 85%. 80 would mean at the cap they would take double the damage as a damage capped tank, and 85% would be 50% more damage at the cap than a capped tanker. But taking two and a half times more with the same slotting on a brute vs scrapper seems a little unbalanced when you look at the closeness in damage.
Oh, didn't know HEAT and VEAT have 85%. Interesting.

I think before we get into Brute/Scrapper Survival VS Damage ratio, we should look at Stalker. Stalker has the worst survival/damage ratio on his own with the lowest HP cap.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.

 

Posted

There're aren't really enough set bonuses that grant enough res to really worry about upping res as build goal, imho. At least not beyond adequately slotting your res powers.


 

Posted

Quote:
Originally Posted by Jibikao View Post
Oh, didn't know HEAT and VEAT have 85%. Interesting.

I think before we get into Brute/Scrapper Survival VS Damage ratio, we should look at Stalker. Stalker has the worst survival/damage ratio on his own with the lowest HP cap.
I agree that stalkers need more help than scrappers, but in the devs' minds, they should be buffed in that reguard together, if ever. I tend to think they won't ever get that cap buff, but IF they did, both ATs would get it together. I think a HP buff to stalkers would be better though.


 

Posted

Quote:
Originally Posted by Pyro_Master_NA View Post
I think a HP buff to stalkers would be better though.
I concur with this.

Not quite as high as a scrapper, but at least more than a blaster (which is where they currently are)

Maybe in the 2,000-2,200 range.

The problem I see is if they ever fix the two most frequently voiced complaints I've seen with stalkers, there's the possibility that some combinations would blow scrappers out of the water.

Those complaints being low HP and sub par damage for a melee class. If both of those were equal to scrappers without changing anything else, you'd have an AT that is just as tough as a scrapper, has a better percentage chance to land a crit, and has the ability to guarantee a crit on their opening strike and frequently land one at will.

I'm NOT saying that stalkers shouldn't get a buff, far from it. They need one desperately. It's just that they have to be careful what they buff and by how much.

Now, if they made stalker damage and HP equal to scrappers, and in return gave scrappers the higher chance to crit and the increased crit chance on teams, I would have no heartburn at all with it.

Scrappers would still have better AoE on most sets, but they would be much closer to equal than they are now.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
The problem I see is if they ever fix the two most frequently voiced complaints I've seen with stalkers, there's the possibility that some combinations would blow scrappers out of the water.

Those complaints being low HP and sub par damage for a melee class. If both of those were equal to scrappers without changing anything else, you'd have an AT that is just as tough as a scrapper, has a better percentage chance to land a crit, and has the ability to guarantee a crit on their opening strike and frequently land one at will.

I'm NOT saying that stalkers shouldn't get a buff, far from it. They need one desperately. It's just that they have to be careful what they buff and by how much.

Now, if they made stalker damage and HP equal to scrappers, and in return gave scrappers the higher chance to crit and the increased crit chance on teams, I would have no heartburn at all with it.

Scrappers would still have better AoE on most sets, but they would be much closer to equal than they are now.
Scrappers would have better AoE on all sets except ELM. And that means that stalkers would still be behind scrappers for 90% of the game's content. Having all the advantages you mentioned would definitely not make stalkers blow scrappers out of the water. But it would mean ELM was a bit too good.


"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 GavinRuneblade View Post
Scrappers would have better AoE on all sets except ELM. And that means that stalkers would still be behind scrappers for 90% of the game's content. Having all the advantages you mentioned would definitely not make stalkers blow scrappers out of the water. But it would mean ELM was a bit too good.
AoE on Street Justice is the same.

I believe Kinetic Melee would be better on stalkers if all other aspects were equal, but I haven't compared them. Did stalkers lose the AoE KB cone in Kinetic Melee for AS, or was it something else? I honestly have never looked because the look of KM turned me off from ever playing it.

What I really wish is that a set's value wasn't determined by how much AoE it has. Just look at the whining about Street Justice not having much AoE. It's otherwise a cool set, but the knee-jerk reaction was that it sucks because it doesn't have 7 frigging AoE powers in it. (yes, I'm exaggerating)

Like I said, if stalkers were brought up to equal scrappers in damage and HP the critical chance advantage and best stealth in the game would make them slightly better, unless you're of the mentality that anything that isn't an AoE is a waste of a power pick, which a lot of people seem to believe. If scrappers got an increased crit chance and higher chance for being on teams (maybe up to 20% instead of 33% to help even out the AoE difference) I would support it in a heartbeat. And stalkers would still have the advantage of being able to guarantee a crit on their opening shot (which scrappers wouldn't be able to do)

I don't want scrappers to be better than stalkers, and I don't want stalkers to be better than scrappers. I want them to be more or less equal before figuring different powersets into it.

I also still think both of them should have their resistance cap increased to 80%. It doesn't make sense that 2 ATs that are supposed to be in the middle of combat at all times can't resist damage any better than a defender.

And I believe Ninjitsu should remain stalker exclusive. For that matter, I think ALL ATs should have one set that is exclusive to it.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Test_Rat View Post
Shadow meld makes practically everyone tough.
Below APP level you will still die to exotic types though.

I prefer the 30% def on top of resist school of thought.
I want to be sure i am following this conversation right.....

you are talking about the level 44 patron power Shadow Meld from Ghost widow..the power with the 3 second anchor to start it....the 15 second animation duration(little black clouds around you) with 8 seconds of actual defense(which starts as you start the power)...the same power that you cant change its recharge using any hasten or global recharges...which normaly has a standard recharge of 3 minutes...and costs like 25 energy to activate it.....you mean that Shadow Meld?

I am just curious...


 

Posted

Quote:
Originally Posted by PsychicKitty View Post
I want to be sure i am following this conversation right.....

you are talking about the level 44 patron power Shadow Meld from Ghost widow..the power with the 3 second anchor to start it....the 15 second animation duration(little black clouds around you) with 8 seconds of actual defense(which starts as you start the power)...the same power that you cant change its recharge using any hasten or global recharges...which normaly has a standard recharge of 3 minutes...and costs like 25 energy to activate it.....you mean that Shadow Meld?
No, since that Shadow Meld doesn't exist in game, I don't think he was talking about that. The activation time is 3.168s (arcanatime), but it does not anchor. That gives you 12 seconds of defense, not 8. It is affected by global recharge buffs and hasten. Its base recharge time is a minute thirty seconds, not three, and it costs 5.2 endurance. Oh, and it's available as soon as 41 now.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by Microcosm View Post
No, since that Shadow Meld doesn't exist in game, I don't think he was talking about that. The activation time is 3.168s (arcanatime), but it does not anchor. That gives you 12 seconds of defense, not 8. It is affected by global recharge buffs and hasten. Its base recharge time is a minute thirty seconds, not three, and it costs 5.2 endurance. Oh, and it's available as soon as 41 now.
Lol. Thanks.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

With regard to the OP...I have a Corruptor build with similar stats. 70% S/L resistance, over 50% energy resistance, and low resistances to everything else. Built for +HPs and regen. Corrs and Stalkers have the same HP caps, and with Energize you'd have a decent chunk of regen, so overall I'd expect the builds to play pretty close to one another.

Against S/L/E damage you'd do fairly well. You wouldn't be able to handle a lot of enemy attention coming your way the way you could with a defense build, but provided the bulk of the aggro was directed elsewhere it would be plenty of mitigation to get things done.

So all in all it would be quite playable. It would never be able to compare to a defense build, but if you were just really hankering for a change of pace, it would get the job done.


 

Posted

I just thought of an answer to how a Regen stalker can be invisible .

There is an animal in the real world that both regenerates and blends into it's surroundings: Chameleons.

All Regen needs to make sense is a concept that somehow involves reptile DNA.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Stalkers higher damage, scrappers higher survive.
both should do more damage than brute and tanker.


 

Posted

Quote:
Originally Posted by juniperbreeze View Post
Stalkers higher damage, scrappers higher survive.
both should do more damage than brute and tanker.
Except as it stands, scrappers do more damage AND have higher survival. The way the damage rankings SHOULD be is Tanker<Brute<Scrapper<Stalker. The way it IS for solo output is Tanker<Stalker<Brute<Stalker, but on teams Tanks contribute more total team damage thanks to bruising.

Edit: and outside team buffs keeping them at the damage cap, the in game damage difference between brutes and scrappers is so low as to not be noticed in normal play.


 

Posted

Quote:
Originally Posted by Death_Adder View Post
Except as it stands, scrappers do more damage AND have higher survival. The way the damage rankings SHOULD be is Tanker<Brute<Scrapper<Stalker. The way it IS for solo output is Tanker<Stalker<Brute<Stalker, but on teams Tanks contribute more total team damage thanks to bruising.

Edit: and outside team buffs keeping them at the damage cap, the in game damage difference between brutes and scrappers is so low as to not be noticed in normal play.

Why do you say Scrappers have higher survivability than Brutes?


Iron Crane - Inv/SS Tanker (Champion)
Fox Die - EM/Nin Stalker (Infinity)
Azure Hunter - Arc/Ene Blaster (Infinity)
@tyxavier

"Consider the unparalleled advantage, of a natural disaster thats impossible to manage."

 

Posted

Quote:
Originally Posted by tyxavier View Post
Why do you say Scrappers have higher survivability than Brutes?
I don't. I was only addressing Damage.


 

Posted

Quote:
Originally Posted by Death_Adder View Post
Except as it stands, scrappers do more damage AND have higher survival.
Near as I can tell, both scrappers and brutes do more damage than stalkers.


"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.