Kinetic Melee/Energy Aura PvE Stalkroller Build


Daemodand

 

Posted

Before anyone complains ... yes, this build is deliberately being posted in the Long Forum format, because not everyone can view this post from a time, place and situation where Mids' is an ALT+TAB away.

Secondly, this is not a response to the request made by Tool_of_War here for a build. This is something I've been working on since last week (ie. before that request was posted) and I've been "sleeping on it" and slowly perfecting the build over the course of several days into the form you see presented below. It has therefore been through several iterations of "Is there anything else I can do to push this even further?"

Third, this is not a Hasten Build. Players who cannot tolerate a build which lacks perma-Hasten can stop reading now. Likewise, this is not a PvP Build, although I suppose it could be adapted into being one by anyone who still thinks that Defense is a viable protection scheme in PvP. Personally, I have zero interest in PvP (as will become quite apparent upon viewing this build).



The primary features of this particular build of mine are (in synergistically interlocking orders of importance):

  • Stun Procs (attack powers and IOs)
  • Knockdown Procs (attack powers and IOs)
  • High DEFenses (softcapped Smashing, Lethal and Energy @ Exemplar Levels 36+)
  • High Base HP (1529.285 HP @ Exemplar Levels 39+ without accolades)
  • High Regeneration (526% with Energize @ Exemplar Levels 30+, 290% without Energize @ Exemplar Levels 25-29)
  • Exemplar/Malefactor friendliness in chosen IO Levels to maximize Set Bonus Level Ranges without overly compromising enhancement values
  • Leadership Pool, rather than Fighting Pool, so as to bring value to EVERY Team above and beyond merely "being a Stalker"
  • NOT a One Trick Pony

This build is not aiming for min/max uber-ness in pure damage (although the damage throughput ought to be "respectable" at least), nor is it aiming to be a GM/AV Kryptonite build that can take Reichsman (or anyone else on the screen) from Full to Zero in one hit. It *IS* however a "juggler" of a melee combat build that stands a better than decent chance of Ruining The Day of pretty much anything in the game that is EB class or less, while also holding its own in Mass Combat against dogpiles of Foes. I figure that the offensive mitigation via control(s) of this build are going to be on the rather extreme end of things, which will be highly relevant in the 99% of the game that doesn't involve GM/AV grade combats. Needless to say, this suits my personal playstyle very well ... although your mileage may vary.

Now I just need to settle on a NAME for this character. Still trying to figure that one out ...



==========



Villain Plan by Mids' Villain Designer 1.952

Stalker: Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Teleportation
Power Pool: Leadership

Villain Profile:

Level 1: Quick Strike
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (7) Pounding Slugfest - Disorient Bonus: Level 15
  • (11) Kinetic Combat - Accuracy/Damage: Level 27
  • (13) Kinetic Combat - Damage/Endurance: Level 27
  • (15) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (17) Kinetic Combat - Knockdown Bonus: Level 20
Level 1: Hide
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (50) Luck of the Gambler - Defense/Recharge: Level 27
  • (50) Luck of the Gambler - Defense: Level 27
  • (50) Luck of the Gambler - Recharge Speed: Level 25
Level 2: Kinetic Shield
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (5) Luck of the Gambler - Defense/Recharge: Level 27
  • (5) Luck of the Gambler - Defense: Level 27
  • (7) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Body Blow
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (13) Pounding Slugfest - Disorient Bonus: Level 15
  • (15) Kinetic Combat - Accuracy/Damage: Level 27
  • (17) Kinetic Combat - Damage/Endurance: Level 27
  • (19) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (19) Kinetic Combat - Knockdown Bonus: Level 20
Level 6: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 8: Power Shield
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (9) Luck of the Gambler - Defense/Recharge: Level 27
  • (9) Luck of the Gambler - Defense: Level 27
  • (11) Luck of the Gambler - Recharge Speed: Level 25
Level 10: Entropy Shield
  • (A) Endurance Reduction IO: Level 50
Level 12: Smashing Blow
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (21) Pounding Slugfest - Disorient Bonus: Level 15
  • (21) Kinetic Combat - Accuracy/Damage: Level 27
  • (23) Kinetic Combat - Damage/Endurance: Level 27
  • (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (25) Kinetic Combat - Knockdown Bonus: Level 20
Level 14: Teleport
  • (A) Time & Space Manipulation - +Stealth: Level 15
Level 16: Kinetic Dampening
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 14
Level 18: Assassin's Strike
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (25) Pounding Slugfest - Disorient Bonus: Level 15
  • (27) Kinetic Combat - Accuracy/Damage: Level 27
  • (27) Kinetic Combat - Damage/Endurance: Level 27
  • (29) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (34) Kinetic Combat - Knockdown Bonus: Level 20
Level 20: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 22
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 22
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 22
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 22
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 22
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 22: Placate
  • (A) Recharge Reduction IO: Level 50
Level 24: Burst
  • (A) Eradication - Damage: Level 27
  • (40) Eradication - Accuracy/Recharge: Level 27
  • (40) Eradication - Damage/Recharge: Level 27
  • (42) Eradication - Accuracy/Damage/Recharge: Level 27
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
  • (42) Eradication - Chance for Energy Damage: Level 10
Level 26: Disrupt
  • (A) HamiO: Endoplasm Exposure (Acc/Mez)
Level 28: Energy Drain
  • (A) Efficacy Adaptor - EndMod/Recharge: Level 27
  • (29) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
Level 30: Focused Burst
  • (A) Thunderstrike - Accuracy/Damage/Recharge: Level 31
  • (43) Thunderstrike - Accuracy/Damage/Endurance: Level 31
  • (43) Thunderstrike - Damage/Endurance/Recharge: Level 31
  • (43) Devastation - Accuracy/Damage/Recharge: Level 31
  • (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (45) Devastation - Chance of Hold: Level 30
Level 32: Concentrated Strike
  • (A) Pounding Slugfest - Accuracy/Damage: Level 30
  • (33) Pounding Slugfest - Disorient Bonus: Level 15
  • (33) Kinetic Combat - Accuracy/Damage: Level 30
  • (33) Kinetic Combat - Damage/Endurance: Level 30
  • (34) Kinetic Combat - Damage/Endurance/Recharge: Level 30
  • (34) Kinetic Combat - Knockdown Bonus: Level 20
Level 35: Energize
  • (A) Numina's Convalescence - Heal/Endurance: Level 33
  • (36) Numina's Convalescence - Endurance/Recharge: Level 33
  • (36) Numina's Convalescence - Heal/Recharge: Level 33
  • (36) Numina's Convalescence - Heal/Endurance/Recharge: Level 33
  • (37) Numina's Convalescence - Heal: Level 33
  • (37) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 38: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance: Level 36
  • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 36
  • (46) Luck of the Gambler - Defense: Level 36
  • (46) Luck of the Gambler - Recharge Speed: Level 25
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 39
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 39
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 39
  • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 39
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 39
Level 44: Assault
  • (A) Endurance Reduction IO: Level 50
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Long Range Teleport
  • (A) Recharge Reduction IO: Level 50
------------

Level 1: Assassination

Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (31) Numina's Convalescence - Heal/Endurance: Level 31
  • (31) Numina's Convalescence - Heal/Recharge: Level 31
  • (31) Numina's Convalescence - Heal: Level 31
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 27
  • (3) Performance Shifter - EndMod/Recharge: Level 27
  • (3) Performance Shifter - Chance for +End: Level 21
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 23% Defense(Smashing)
  • 23% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 11.75% Defense(Energy)
  • 11.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.88% Defense(Melee)
  • 12.06% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 1.8% Max End
  • 36% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 37.5% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 325.3 HP (27.02%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 13.75%
  • 7% (0.12 End/sec) Recovery
  • 116% (5.82 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 15% RunSpeed
  • 2% XPDebtProtection
------------

Set Bonuses:

Pounding Slugfest
(Quick Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Quick Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Hide)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Kinetic Shield)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pounding Slugfest
(Body Blow)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Body Blow)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Power Shield)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pounding Slugfest
(Smashing Blow)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Kinetic Dampening)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Pounding Slugfest
(Assassin's Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Assassin's Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Eradication
(Burst)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 27.11 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Efficacy Adaptor
(Energy Drain)
  • 13.55 HP (1.13%) HitPoints
Thunderstrike
(Focused Burst)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Devastation
(Focused Burst)
  • 12% (0.6 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
Pounding Slugfest
(Concentrated Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Concentrated Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Numina's Convalescence
(Energize)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints

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It's the end. But the moment has been prepared for ...

 

Posted

Cool. I like the use of Knockdown procs. Was the Pounding Slugfest stun proc the one that used to have ridiculously low stats (2% chance of Mag 1 stun or something?) and has it been fixed now?
An odd alternative is the Supefy Knockback proc in there, just for fun, although you'd lose a smidgin of Regeneration that way.

I would replace the Kinetic Combat D/E/R's with D/R's.
You're underslotted for damage in most attacks, including Assassins' Strike.
You probably won't need the extra endurance reduction with Energy Drain.
The D/R's are considerably cheaper.


 

Posted

Your slotting makes me wonder...you do know that you keep bonuses from powers even if you exemp below the point that they are available, yes? For example you could get set bonuses from your level 49 power even exemped to level 20 as long as the IOs slotted in it were level 23 or below (or purple.)


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
Was the Pounding Slugfest stun proc the one that used to have ridiculously low stats (2% chance of Mag 1 stun or something?) and has it been fixed now?
That wasn't Pounding Slugfest, that was something else ... like a Taunt IO or a Fear IO or something (I forget off the top which one).
Quote:
Originally Posted by Dr Harmony View Post
An odd alternative is the Supefy Knockback proc in there, just for fun, although you'd lose a smidgin of Regeneration that way.
I'd also lose positioning control, thanks to a Mag 6 KnockBACK. I can't stand Crane Kick on my Martial Arts Scrapper, for pretty much the same reason. Putting the Stupefy Proc into Disrupt however would make for a very Yoda-like "Force Slam" every so often ... which would toss everything out of melee range (at totally inopportune moments).

No thanks.

Quote:
Originally Posted by Dr Harmony View Post
I would replace the Kinetic Combat D/E/R's with D/R's.
You're underslotted for damage in most attacks, including Assassins' Strike.
You probably won't need the extra endurance reduction with Energy Drain.
The D/R's are considerably cheaper.
That's true, when looking at the build from Level 50 (or even Exemplar Level 23+) ... but it doesn't "help" anything below that point, and I'm very deliberately making an Exemplar-friendly build. I want to be able to continue to function even without having access to Energy Drain. Furthermore, the recharge gain by switching as you suggest is not "great enough" (or indeed "useful enough") to induce a change to attack chain patterning/sequencing. This build doesn't "need" every last scrap of recharge it can get in order to function.

As for being "underslotted" for damage in most attacks, if you take a look at the actual damage throughput numbers in absolute terms, rather than just on percentages, the shortfall really isn't all that much. Even on Assassin Strike, the biggest heavy hitter of all, with the slotting I've got I'm unloading 189.3 Smashing + 595 Energy = 784.3 (403.2) damage from Hidden, using my "underslotted" damage enhancement. Flip that over to cross compare with 3x Damage SOs and I'd be doing 194.6 Smashing + 611.5 Energy = 806.1 (403.2) damage from Hidden. That means that my "underslotting" is giving up all of 5.3 Smashing + 16.5 Energy = 21.8 damage on my heaviest hitting attack in its highest, un-Build Up-ed state.

Even if I throw in Build Up and the Gaussian Proc on top of everything else ... I'm looking at a difference of 1387.1 damage (my slotting) vs 1451.1 damage (3 SOs of Damage) ... which is a differential of -64 Damage using my slotting ... ultimate solo damage throughput using my slotting vs an ED-capped damage slotting. In exchange for that -64 Damage differential, I get Stun AND Knockdown Procs, which synergize with the rest of my Primary Powerset and the slotting of my other Attack Powers.

I think I can live with that.

Quote:
Originally Posted by Supernumiphone View Post
Your slotting makes me wonder...you do know that you keep bonuses from powers even if you exemp below the point that they are available, yes? For example you could get set bonuses from your level 49 power even exemped to level 20 as long as the IOs slotted in it were level 23 or below (or purple.)
Your comment makes me wonder if you ever slot anything beside purples in your builds ... or if you've ever Exemplar-ed below Level 50.

I know from personal experience that Set Bonuses only work if the character's current level is no lower than -3 levels below the level of the Set IOs used. I found THAT ONE out the "hard way" on my MA/SR Scrapper, who *needed* those Set Bonuses to stay softcapped when Exemplar. Global Enhancements (things like Stealth Procs in travel powers and the like, as well as Kismet's +To Hit IO) will work regardless of current level though.

Furthermore, you are only granted the Powers which are your Exemplar Level +5 ... so your notion that you can still access the Set Bonus of IOs slotted into a Level 49 Power when Exemplar down to Level 20 is flat out *WRONG* on two counts(!). Either that, or you meant something completely other than what you actually wrote.


It's the end. But the moment has been prepared for ...

 

Posted

An exemplar aimed build without purples is sad.


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

If you have access to Ninja Run/Beast Run, I'd pull AS, Build Up and Placate down to Level 6, 8 and 12, pushing Recall Friend to 18, Power Shield to 14, Teleport to 20 and Smashing Blow to 22. This gives you all the same tools for a Cap SF, but allows you BU/AS/Placate for Posi 1/2, and if you run some of the new Oros content gated at 9, you'd still have defenses.

Also, I'd swap Body Blow in at Level 1, Smashing Blow in at Level 4, and then grab Quick Strike last when you've got the availability (with my above tweaks, Quick Strike at 22).

Slotting looks creative, and I understand your intent to maintain exemplaring bonuses. My only other tweak would be to not slot either use of Gaussian's so heavy (franken slot, or free the slots for elsewhere), since the 5th and 6th set bonuses are marginal (-5% Damage, and -1.25% Def all -Psi, since as an /EA, it'll never check against your lowered positional Def). I'd also advocate the proc going into Tactics... it may fire when unneeded, but that's a check every 10 seconds in a toggle, versus no more than every ~43 seconds as slotted in Build Up.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Redlynne View Post
That's true, when looking at the build from Level 50 (or even Exemplar Level 23+) ... but it doesn't "help" anything below that point, and I'm very deliberately making an Exemplar-friendly build. I want to be able to continue to function even without having access to Energy Drain. Furthermore, the recharge gain by switching as you suggest is not "great enough" (or indeed "useful enough") to induce a change to attack chain patterning/sequencing. This build doesn't "need" every last scrap of recharge it can get in order to function.

As for being "underslotted" for damage in most attacks, if you take a look at the actual damage throughput numbers in absolute terms, rather than just on percentages, the shortfall really isn't all that much. Even on Assassin Strike, the biggest heavy hitter of all, with the slotting I've got I'm unloading 189.3 Smashing + 595 Energy = 784.3 (403.2) damage from Hidden, using my "underslotted" damage enhancement. Flip that over to cross compare with 3x Damage SOs and I'd be doing 194.6 Smashing + 611.5 Energy = 806.1 (403.2) damage from Hidden. That means that my "underslotting" is giving up all of 5.3 Smashing + 16.5 Energy = 21.8 damage on my heaviest hitting attack in its highest, un-Build Up-ed state.

Even if I throw in Build Up and the Gaussian Proc on top of everything else ... I'm looking at a difference of 1387.1 damage (my slotting) vs 1451.1 damage (3 SOs of Damage) ... which is a differential of -64 Damage using my slotting ... ultimate solo damage throughput using my slotting vs an ED-capped damage slotting. In exchange for that -64 Damage differential, I get Stun AND Knockdown Procs, which synergize with the rest of my Primary Powerset and the slotting of my other Attack Powers.

I think I can live with that.
You seem to be countering a few things I never actually said here.

I wasn't advocating removing the knockdown or stun procs to up the damage. My tanker uses the knockdown procs in most attacks and I love them, and quite happily sits at +80-something% damage in some attacks order to have them.
I really like your Stalktroller idea and wouldn't suggest you change that at all.

I wasn't suggesting the marginal extra recharge would help you either, just the marginal boost in damage.
What I was pointing out is that you're spending a lot of money on the D/E/R's instead of D/R's (at least 50 mill more each?) to get slightly lower damage and slightly cheaper end cost attacks. When you exemplar pre-Energy Drain, do you find yourself running dry without the extra end reduction?
I get that the damage numbers are not hugely different, but then again, those figures look close to the difference between taking out a yellow/orange lieutenant in one hit with BU+AS, or having to spend the end on a second attack to have to finish them off. At the very least, I'd slot Assassin's Strike to squeeze a bit more damage out of it and have it cost a bit more end. Its a burst damage move, not one that you spam.

I'm not saying you should do this, I'm just saying what I would do.


 

Posted

Quote:
Originally Posted by Test_Rat View Post
An exemplar aimed build without purples is sad.
I'm also not a member of the Crazy 88s (although I did get to tour their base once). I also don't assume that everyone who plays this game is Filthy Stinkin' Rich and can buy purples as if they were candy.

Quote:
Originally Posted by Daemodand View Post
Purples are not a panacea (small "p"). They are only as good as the bonuses they provide and if your build goals include those bonuses.
In this case, the standard purple bonuses are almost completely useless to my build strategy ... so no surprises there that I'm not using any.

Quote:
Originally Posted by Errant View Post
If you have access to Ninja Run/Beast Run, I'd pull AS, Build Up and Placate down to Level 6, 8 and 12, pushing Recall Friend to 18, Power Shield to 14, Teleport to 20 and Smashing Blow to 22.
This is one of the other things that I really like about my build ... it "allows" for things like the kind of powers rearrangement you're talking about here, if that's something that you'd prefer for yourself.

Quote:
Originally Posted by Errant View Post
Also, I'd swap Body Blow in at Level 1, Smashing Blow in at Level 4, and then grab Quick Strike last when you've got the availability (with my above tweaks, Quick Strike at 22).
One of the little challenges I gave to myself with this build is to take all of the Primary and Secondary powers in Tier order, rather than "skipping around" without regard for what comes first and which comes last. Quite *unnecessary* in the grand scheme of things, but I figure it ought to make gameplay more ... interesting ... than it otherwise might have been.

Quote:
Originally Posted by Errant View Post
Slotting looks creative
This is perhaps one of the nicest things anyone has ever said about one of my builds. Thank you.

Quote:
Originally Posted by Errant View Post
My only other tweak would be to not slot either use of Gaussian's so heavy (franken slot, or free the slots for elsewhere), since the 5th and 6th set bonuses are marginal (-5% Damage, and -1.25% Def all -Psi, since as an /EA, it'll never check against your lowered positional Def). I'd also advocate the proc going into Tactics... it may fire when unneeded, but that's a check every 10 seconds in a toggle, versus no more than every ~43 seconds as slotted in Build Up.
Hmmm ... you're right, that if I "needed" to pirate slots from somewhere, I could steal some from Tactics without losing "too much" for doing so. Heck, I could even take Tactics down to being a One Slot Wonder power, and liberate four slots which could be used elsewhere! The question then becomes one of: where to move a windfall of that many slots? Disrupt (for 5-slot Stupefy)? Energy Drain (for 6-slot Efficacy Adaptor)? Placate (another Recharge IO) and Stamina (for 6-slot Performance Shifter)? Somewhere else...?

Hmmm ... decisions, decisions ...

Quote:
Originally Posted by Dr Harmony View Post
I really like your Stalktroller idea and wouldn't suggest you change that at all.
Thank you.

Quote:
Originally Posted by Dr Harmony View Post
I wasn't suggesting the marginal extra recharge would help you either, just the marginal boost in damage.
What I was pointing out is that you're spending a lot of money on the D/E/R's instead of D/R's (at least 50 mill more each?) to get slightly lower damage and slightly cheaper end cost attacks. When you exemplar pre-Energy Drain, do you find yourself running dry without the extra end reduction?
I've run a "back of the napkin" analysis of the alternatives here, and the difference between D/E/R and D/R enhancements is basically -0.67 END cheaper, +0.2s recharge longer, and either -5.8 or -15.2 damage (totally unbuffed to maximally buffed when solo) by going with D/E/R enhancements instead. I really don't see a 5 to 15 points of damage throughput gain as being "enough" of an advanatge to go with the D/R over the D/E/R slotting in Assassin Strike ... or indeed any of the other (lower damage) single target primary attack powers.

Quote:
Originally Posted by Dr Harmony View Post
At the very least, I'd slot Assassin's Strike to squeeze a bit more damage out of it and have it cost a bit more end. Its a burst damage move, not one that you spam.
This is true ... but I'm looking at it from more of a "stay disciplined" angle of keeping all the single target attacks (including Assassin Strike) all using the same(ish) slotting unless there is a sufficiently compelling reason to break the pattern used elsewhere.

Quote:
Originally Posted by Dr Harmony View Post
I'm not saying you should do this, I'm just saying what I would do.
And that's the beauty of it all, you see. There's enough "wiggle room" in the build as is to accomodate these kinds of substitutions without causing the whole interconnected-ness of the underlying build to come crashing down around your ears. That makes it easier to "tailor" the build I've come up with towards different players' personal preferences than if the build were so tightly scripted that the only thing you could do with it is follow it VERBATIM without any variation or adjustment/rearrangement in a totally Cookie Cutter fashion. This build has "room" in it to accomodate more than just *MY* personal preferences in it.

I see that as being a seriously hardcore BONUS for what this build "can do" for people.


It's the end. But the moment has been prepared for ...

 

Posted

I like your build...=^_^=

In many ways its very similar to the stalker i have...and i even used many of the same IOs.

A few differences from my character to yours is that i went a slightly differing route at the end...as in i made sure to get a few epic powers to help with the energy recover issues i had.
And thus have slotted two of the chance for endurence recovery IOs....and like you at the lowest level.
And i didnt slot the disorient ones you are using....but definately the same knockdown ones....=^_^=
Oh and i also slotted my health a bit more....as i use a level 50 healing IO and 3 of the special Healing IOs(one at 10 one at 20 and the last at 30) that gives you a percentage increase to your healing rate and recovery...so thats different as well.


By the way i didnt see any mention of incarnate powers.....so i will assume you havent really gotten into them for this character yet....On mine i chose the Accuracy one for the alpha...because it not only gives extra defense at tier 4 but the accuracy seams to help with the IOs that have chances to go off...as in I noticed they actualy work alot more since i started using that Alpha Accuracy slot type....and also i hated how i seamed to miss alot...though i could be totaly off...and maybe its all becasue i just hit more.


 

Posted

Quote:
Originally Posted by Redlynne View Post
One of the little challenges I gave to myself with this build is to take all of the Primary and Secondary powers in Tier order, rather than "skipping around" without regard for what comes first and which comes last. Quite *unnecessary* in the grand scheme of things, but I figure it ought to make gameplay more ... interesting ... than it otherwise might have been.
An interesting goal, I only advocated it for ease in leveling. Stalkers are about Burst Damage, so I usually only take the Tier 1's if needed for muling/have room later on. Explains the rest of your slotting and why AS/BU/Placate where taken so late and in the fashion they were.

Quote:
Hmmm ... you're right, that if I "needed" to pirate slots from somewhere, I could steal some from Tactics without losing "too much" for doing so. Heck, I could even take Tactics down to being a One Slot Wonder power, and liberate four slots which could be used elsewhere! The question then becomes one of: where to move a windfall of that many slots? Disrupt (for 5-slot Stupefy)? Energy Drain (for 6-slot Efficacy Adaptor)? Placate (another Recharge IO) and Stamina (for 6-slot Performance Shifter)? Somewhere else...?
Pull ToHit/EndRed and Chance for BU from Build Up, and drop in a level 50 Rech.
Pull the ToHit and ToHit/Rech from Tactics, drop in the Chance for BU.
Drop the two freed slots into Energy Drain to 4-slot Efficacy Adaptor with EndMod/EndRed and Acc/Rech.

Leave the rest of the slotting as is, since you'll still want the EndRed in Tactics.

Ooh, just realized I missed something... 6-slotting Numi's in Energize not only isn't a strong buff to Defense, but also means you have to fire Energize at least every 2 minutes to keep the global up.

So, we pulled a slot from there, shoved it into Disrupt and 2 slotted with Razzle Dazzle EndRed/Stun and Chance for Immob.
Dropped the Numi Global into Health instead of the Heal/Rech.
Changed Energize slotting to 2 Heal/Rech, and 2 Heal/EndRed/Rech from both Numi and Miracle, then a Heal/End from either set.

Seems to be most/all that I would adjust for your use. Again, I'd advocate the swap in power order, but it'll really only matter if you do Oros content gated at level 9, or if you're leveling the build. Otherwise, it'd work as you selected.


I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by PsychicKitty View Post
I like your build...=^_^=
Thank you.

Quote:
Originally Posted by PsychicKitty View Post
By the way i didnt see any mention of incarnate powers.....so i will assume you havent really gotten into them for this character yet.
More like I'm 50 levels away from needing to even think about Incarnate Slotting for this character, and we're already seeing new stuff added for Incarnate Options. So I'm definitely of the mind to "wait and see" where things are by the time I get to 50 with this build.

Quote:
Originally Posted by Errant View Post
An interesting goal, I only advocated it for ease in leveling. Stalkers are about Burst Damage, so I usually only take the Tier 1's if needed for muling/have room later on. Explains the rest of your slotting and why AS/BU/Placate where taken so late and in the fashion they were.
There's also the fact that taking the powers (and slots) in the order I have doesn't meaningfully impact the Early Flashback (re)experience when +5 Level powers are a consideration. And then there's the point that I'm building my Early Levels experience around being more Scraptacular than being Burstalicious. That way, I'm better able to handle mainline combat before delving into the *ACHOO!* DONE! style of Sneaky One-Shotting (SOS) that is the Stalker Birthright. That's because I'd rather have a "solid" foundation of being able to Scrap It Out for those situations where I can't just Burst To Win because of Level(s), Powers, Team, Situation (etc. etc. etc.).

Quote:
Originally Posted by Errant View Post
Pull ToHit/EndRed and Chance for BU from Build Up, and drop in a level 50 Rech.
Pull the ToHit and ToHit/Rech from Tactics, drop in the Chance for BU.
Drop the two freed slots into Energy Drain to 4-slot Efficacy Adaptor with EndMod/EndRed and Acc/Rech.

Leave the rest of the slotting as is, since you'll still want the EndRed in Tactics.
If I did something like that, I'd be switching over to 5-slotted Adjusted Targeting in Build Up, for the global recharge bonus or something. Problem is, I'm "using" the 6-slot Gaussian's +1.25% DEF vs All Typed Damage global set bonus to help get me over the defensive softcap for Energy When Attacked ... rather than just When Hidden. Yeah, I don't "need" that for S/L DEF ... but I *do* need it for F/C/E/N DEF to get (closer) to the 45% softcap.

Quote:
Originally Posted by Errant View Post
Ooh, just realized I missed something... 6-slotting Numi's in Energize not only isn't a strong buff to Defense, but also means you have to fire Energize at least every 2 minutes to keep the global up.
Yes, but considering that the recharge time is less than 60 seconds, that isn't a huge hassle. There also isn't Hasten to "occupy" the Auto Fire Power option, so it becomes simplicity itself to put Energize on Auto.

No, the REAL problem is that you basically need to 5-slot Energize in order to get "optimal" return on Healing, Regeneration and Recharge. So this is a case of a confluence of *needing* (for a change) the enhancement values on the enhancements themselves more than the global set bonuses. Imagine my surprise when I did a back of the envelope analysis that revealed that Energize, in the context of the rest of my build, yielded approximately as much Healing and healing via boosted Regen over a single 50s+ recharge cycle as using the exact same slotting and spamming Aid Self during the same time frame. The difference of course is that Energize has a very short animation time (unlike Aid Self) and is uninterruptable (unlike Aid Self). The reason why this is "so" for this build is because of the High Max HP and the high Regeneration afforded by Energize combined with global set bonuses. Needless to say, I was rather ... surprised by this result, so I'm extremely resistant to "compromise" the enhancement values in Energize in any meaningful way.

Once that became apparent, it then became a matter of "opportunity pickup" to put the Numina Proc in Energize for the 6-slot global set bonus THERE, instead of just putting it in Health (where I almost *always* put the Numina Proc, even if just 2 slotting Numina!). So my initial reaction to the 6-slotting of Energize was pretty much the same as yours ... but over time I've come to think it's a "better" choice in the overall context of the rest of the build than it might at first appear.

Quote:
Originally Posted by Errant View Post
So, we pulled a slot from there, shoved it into Disrupt and 2 slotted with Razzle Dazzle EndRed/Stun and Chance for Immob.
I'm reluctant to do that because of what that might do to "complicate" Placate.

Quote:
Originally Posted by Errant View Post
Changed Energize slotting to 2 Heal/Rech, and 2 Heal/EndRed/Rech from both Numi and Miracle, then a Heal/End from either set.
Except that I'm using the 2- and 3-slot HP global set bonus on both Numina sets so as to supercharge my regeneration rate to over 30+ HP per second ... which on a DEFensively softcapped character does all kinds of wonderful things for making you hard to faceplant.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Except that I'm using the 2- and 3-slot HP global set bonus on both Numina sets so as to supercharge my regeneration rate to over 30+ HP per second ... which on a DEFensively softcapped character does all kinds of wonderful things for making you hard to faceplant.
Numi and Miracle have the exact same 3-slot bonus. ^_^

Either way, you've captured my imagination with this one, and I whipped together something quick... It's a little different, and doesn't hit your wickets the way you'd want, but it should be more than capable (Soft-Cap S/L/E by level 30, gets almost there on Negative by level 43 [would hit it if I slotted the Glad]).

Also, quick note, little need to worry about soft-cap for F/C on defense builds, since 99.9% of F/C attacks have a S/L component. Additionally, most/all of -Def attacks are either Lethal or Energy. So, if you can hit 45% S/L/E/N, you're gonna be covered to just about anything (can do with a saturated ED on this build).

Anyhow, enough typing for me, time to expose my version of the Stalktroller! (also, looks like the wife and I might be rolling this as a twin KM/EA Duo on Exalted) Thanks for the inspiration!

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

Click this DataLink to open the build!

Stalktroller II: Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Darkness Mastery

Villain Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:30(21), KntkC'bat-Knock%:30(31), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Stun%:30(48)
Level 1: Hide -- LkGmblr-Rchg+:30(A), LkGmblr-Def:30(11), LkGmblr-Def/EndRdx:30(13), LkGmblr-Def/EndRdx/Rchg:30(43)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:30(17), KntkC'bat-Knock%:30(31), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Stun%:30(48)
Level 4: Kinetic Shield -- LkGmblr-Rchg+:30(A), LkGmblr-Def:30(7), LkGmblr-Def/EndRdx:30(13), LkGmblr-Def/EndRdx/Rchg:30(23)
Level 6: Assassin's Strike -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(7), KntkC'bat-Dmg/Rchg:30(17), KntkC'bat-Dmg/EndRdx/Rchg:30(31), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Stun%:30(48)
Level 8: Build Up -- GSFC-ToHit/Rchg:30(A), GSFC-ToHit/Rchg/EndRdx:30(9), GSFC-Rchg/EndRdx:30(9), GSFC-Build%:30(11), RechRdx-I:50(50)
Level 10: Entropy Shield -- EndRdx-I:50(A)
Level 12: Placate -- RechRdx-I:50(A)
Level 14: Power Shield -- LkGmblr-Rchg+:30(A), LkGmblr-Def:30(15), LkGmblr-Def/EndRdx:30(15), LkGmblr-Def/EndRdx/Rchg:30(23)
Level 16: Kinetic Dampening -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(50)
Level 18: Burst -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Erad-%Dam:30(34), Sciroc-Acc/Dmg/EndRdx:30(43), Sciroc-Dmg/EndRdx:30(46)
Level 20: Disrupt -- RzDz-EndRdx/Stun:30(A), RzDz-Immob%:30(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+:30(A), Winter-ResSlow:30(43)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Focused Burst -- Thundr-Dmg/EndRdx:30(A), Thundr-Dmg/Rchg:30(27), Thundr-Dmg/EndRdx/Rchg:30(27), Dev'n-Acc/Dmg:30(34), Dev'n-Acc/Dmg/EndRdx/Rchg:30(37), Dev'n-Hold%:30(37)
Level 28: Energy Drain -- Efficacy-EndMod/Rchg:30(A), Efficacy-Acc/Rchg:30(29), Efficacy-EndMod/EndRdx:30(29)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(33), KntkC'bat-Dmg/Rchg:30(33), KntkC'bat-Knock%:30(33), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Stun%:30(50)
Level 35: Energize -- Numna-Heal/Rchg:30(A), Numna-Heal/EndRdx/Rchg:30(36), Numna-Heal/EndRdx:30(36), Mrcl-Heal/Rchg:30(36), Mrcl-Heal/EndRdx/Rchg:30(37)
Level 38: Maneuvers -- LkGmblr-Rchg+:30(A), LkGmblr-Def:30(39), LkGmblr-Def/EndRdx:30(39), LkGmblr-Def/EndRdx/Rchg:30(39)
Level 41: Petrifying Gaze -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-Rchg/Hold:30(42)
Level 44: Dark Blast -- Thundr-Dmg/EndRdx:30(A), Thundr-Dmg/Rchg:30(45), Thundr-Dmg/EndRdx/Rchg:30(45), Dev'n-Acc/Dmg:30(45), Dev'n-Acc/Dmg/EndRdx/Rchg:30(46), Dev'n-Hold%:30(46)
Level 47: Overload -- Ksmt-ToHit+:30(A)
Level 49: Vengeance -- Rec'dRet-Pcptn:20(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:30(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:30(A), P'Shift-EndMod/Acc:30(3), P'Shift-EndMod:30(3)
Level 1: Assassination
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:30(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run



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I am the 99%. Occupy the World.
Minister of Infinity's Secret Police, Official Mooch of dUmb and League, Official Purveyor of Free Straws, the Most Interesting Man in the World.
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Thanks to Supernumiphone's replies (above and below), the build which had been in this post has been rendered ... Not Optimal ... hence why I'm removing it for repost below, adjusted (again!) to incorporate the latest feedback and discoveries.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Errant View Post
Numi and Miracle have the exact same 3-slot bonus. ^_^
Oh yeah ...

Quote:
Originally Posted by Errant View Post
Either way, you've captured my imagination with this one, and I whipped together something quick... It's a little different, and doesn't hit your wickets the way you'd want, but it should be more than capable (Soft-Cap S/L/E by level 30, gets almost there on Negative by level 43 [would hit it if I slotted the Glad]).
Had a quickie look at your take, and yeah ... it's interesting how just a FEW changes make things add up quite differently.

Quote:
Originally Posted by Errant View Post
Anyhow, enough typing for me, time to expose my version of the Stalktroller! (also, looks like the wife and I might be rolling this as a twin KM/EA Duo on Exalted) Thanks for the inspiration!


/em speechless ...



Um ...



... wow ...



A husband and wife ... duo ... of KM/EA Stalkrollers ... based on ... uh ...



Okay. I have a new "highest compliment" given for a build I've made.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
Furthermore, you are only granted the Powers which are your Exemplar Level +5 ... so your notion that you can still access the Set Bonus of IOs slotted into a Level 49 Power when Exemplar down to Level 20 is flat out *WRONG* on two counts(!). Either that, or you meant something completely other than what you actually wrote.
I'm surprised no one else has corrected you on this yet. I meant what I said. If it helps, here is a link that explains it. If you're still not convinced I suppose I could take a couple screenshots of one of my builds with bonuses still active when exemplared.

Once again, you lose access to the power if you're exemplared more than five levels below when you took the power, but the availability of the power has no bearing on whether or not you get the set bonuses from IOs slotted in it. Only the level of the IOs in the power does.


 

Posted

/em point
/em click
/em read

Oh .... oh really ...? Hmmm ... well that ... changes a few things ... it wasn't like that "way back when" (ie. years ago) when I started looking at building for Exemplar, rather than End Game. Okay. Guess that means that I'm wrong about losing set bonuses in powers you don't have access to because of the Level +5 limit. Hmmm. That's going to make for a bit of interesting adjustments on more than just a few of my builds I'm using ...

Hmmm ... and upon deeper reflection, this means that it's possible to get benefit of Level 25 LotG +Recharge at Levels 22+, regardless of the Level at which the Power was taken. That means that putting a Level 25 LotG +Recharge into Vengeance at 47 (or 49) is still "a good idea" in the grand scheme of things. It also means that using a Steadfast Protection +DEF at Level 10 is "best" for a build like this one (for Exemplar down to Level 7), even though the Power it is slotted into can't be taken until Level 16 (ie. outside the Level +5 boundary). That also means that the "ideal" breakpoints for Exemplar Friendly slotting are going to be:

  • Minimum Level Available for Globals (like Karma's KB protection, Kismet's +To Hit and LotG's +Recharge) where the global buff is "baked into" the Enhancement itself
  • Enhancement Levels 22, 27 and 31 for dual/triple/quad Set IOs so as to "activate" their set bonuses at Exemplar/Malefactor Level 19 (upper boundary for many Flashback Arcs), Level 24 (another upper boundary for many Flashback Arcs), and Level 28 (upper boundary for the Moonfire TF, and one level below the upper boundary for another set of Flashback Arcs).
  • Procs (such as Pounding Slugfest's Disorient, Kinetic Combat's Knockdown and Time & Space Manipulation's +Stealth) can be slotted at "any Level" and still function, so long as the Power itself is available under the Level +5 Exemplar Rule. But if the Proc is being "used" to add up to completing a Set Bonus, then that Proc will "need" to be the same Level (or lower) than all the other Set IOs used in that Set, with the simplest solution being to choose such Procs as being the Minimum Level Available for the Set that they come in (so as to maximize "portability" if they ever get pulled out in a Respec for use in other characters or other builds).
Okay. That's Good Information™ to know then, which I didn't. Thanks for providing the link which explained that.


It's the end. But the moment has been prepared for ...

 

Posted

Based on Errant's observation that Tactics was (heavily) overslotted in the build you can see in the OP, I decided to take his(?) advice and find a new home for those 4 (extra) slots that didn't need to be there. The "problem" with this Embarrassment Of Riches was figuring out what to do with it? There were actually quite a few options, making it really hard to settle on any one choice as being the "best" possible. I tried all sorts of things, including swapping out Long Range Teleport with Stealth (of all things), but nothing made "quite enough" difference in terms of adding enough +DEF from Set Bonuses (although 3-slot Aegis in Kinetic Dampening was QUITE tempting!) to be decisive.

In the end I decided to "go sideways" and 5-slot Disrupt with Stupefy (omitting the Proc), for both the Stun duration enhancement (enough to perma-Stun +3 Foes, but not quite enough for +4 Foes) as well as replacing the lost +Max HP set bonus that Gaussian's in Tactics had been providing (thus maintaining parity there to keep the absolute HP/sec of Regeneration metric high). 4-slotting Stupefy also offers a *small* global set bonus to Stun durations, which impacts 4 of the 9 Kinetic Melee powers (or 4 of 7 if you discount Placate and Build Up). But 5-slotting Stupefy brings in yet another global recharge bonus ... which I couldn't exactly turn my nose up at upon seeing what it did for longer recharge powers like Build Up, Energy Drain, Concentrated Strike, Placate and Energize. So although it seems decidedly "strange" to invest in Disrupt ... I figure that spending so many slots in Disrupt and combining it with both Kinetic Melee (which natively procs Stuns) and a bunch of Pounding Slugfest Procs (which Stun), this ought to be a case of "the sum is greater than the parts" since it will make a Scrapper-ish DPS role much more viable than it otherwise might be, so that I don't have to (only) rely on being a Burst Damage Specialist.

TL;DR version ... NOT a One Trick Pony



Following on the heels of that, Supernumiphone was kind enough to provide a link documenting additional information concerning Exemplar Rules for Set IOs which I was not previously (entirely) aware of, which ... changed some assumptions I had. Consequently, the slotting of Kinetic Dampening, Concentrated Strike, Energize and Maneuvers have had their Set IO Levels adjusted to take into account this new understanding of how the underlying game mechanics "work" when in Exemplar/Malefactor situations.

One additional change made on top of that was to shift the Gaussian's Set in Build Up from being Level 22 to Level 27 (except for the Proc) so as to improve its "on the Enhancements" value for Recharge Reduction. This change shaves off 1.82 seconds of Recharge Time from Build Up (in the context of the overall build), bringing it down to 40.41 seconds (from 90) ... which is "pretty decent" for a build which (still) doesn't have Hasten in it. The original reason for using Level 22 IOs for Gaussian's in Build Up was the simple fact that the difference in +To Hit "throughput" on the power (+29.17% @ 22 vs +30.58% @ 27) was simply "not enough of a reason" to delay the Set Bonuses for an extra 5 Levels, from 19 to 24, with the 6-slot Bonus being the entire reason for putting Gaussian's into Build Up at all (especially after cannibalizing Tactics for enhancement slots). However, upon further reflection, I decided that it made remarkably less sense than usual (compared to other builds I've made) to keep Gaussian's at Level 22 in the context of the holistic Set Bonus structure of this specific build ... so I've gone ahead and raised it up to Level 27.

Consequently, this entire build basically "begins life at 24" when its Set Bonuses start to really kick in (almost all at once!) and receives a slight uptick in power at (exemplar) Level 28 due to the Set Bonus Levels. It becomes a real powerhouse though at (exemplar) Levels 30 and 33 though, with access to Energize and Maneuvers. This yields a very broad range of Levels and Content where "the whole is far greater than the sum of its parts" in which overall performance is kept "fairly strong" from the late-Early Game (ie. mid-20s) all the way on up through the Mid Game (30s and early 40s) and on into the End Game (50 and Incarnate). This makes me happy.



So here's a Long Forum reposting, including the changes made versus the previous version thanks to feedback from Errant and Supernumiphone in this thread.

Oh and I also finally picked a name for my character on Virtue who will be using this build.

==========

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

Golden Blond : Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Energy Aura
Power Pool: Teleportation
Power Pool: Leadership

Villain Profile:

Level 1: Quick Strike

  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (7) Pounding Slugfest - Disorient Bonus: Level 15
  • (11) Kinetic Combat - Accuracy/Damage: Level 27
  • (13) Kinetic Combat - Damage/Endurance: Level 27
  • (15) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (17) Kinetic Combat - Knockdown Bonus: Level 20
Level 1: Hide
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (50) Luck of the Gambler - Defense/Recharge: Level 27
  • (50) Luck of the Gambler - Defense: Level 27
  • (50) Luck of the Gambler - Recharge Speed: Level 25
Level 2: Kinetic Shield
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (5) Luck of the Gambler - Defense/Recharge: Level 27
  • (5) Luck of the Gambler - Defense: Level 27
  • (7) Luck of the Gambler - Recharge Speed: Level 25
Level 4: Body Blow
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (13) Pounding Slugfest - Disorient Bonus: Level 15
  • (15) Kinetic Combat - Accuracy/Damage: Level 27
  • (17) Kinetic Combat - Damage/Endurance: Level 27
  • (19) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (19) Kinetic Combat - Knockdown Bonus: Level 20
Level 6: Recall Friend
  • (A) Winter's Gift - Slow Resistance (20%): Level 10
Level 8: Power Shield
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (9) Luck of the Gambler - Defense/Recharge: Level 27
  • (9) Luck of the Gambler - Defense: Level 27
  • (11) Luck of the Gambler - Recharge Speed: Level 25
Level 10: Entropy Shield
  • (A) Endurance Reduction IO: Level 50
Level 12: Smashing Blow
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (21) Pounding Slugfest - Disorient Bonus: Level 15
  • (21) Kinetic Combat - Accuracy/Damage: Level 27
  • (23) Kinetic Combat - Damage/Endurance: Level 27
  • (23) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (25) Kinetic Combat - Knockdown Bonus: Level 20
Level 14: Teleport
  • (A) Time & Space Manipulation - +Stealth: Level 15
Level 16: Kinetic Dampening
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 10
Level 18: Assassin's Strike
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (25) Pounding Slugfest - Disorient Bonus: Level 15
  • (27) Kinetic Combat - Accuracy/Damage: Level 27
  • (27) Kinetic Combat - Damage/Endurance: Level 27
  • (29) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (34) Kinetic Combat - Knockdown Bonus: Level 20
Level 20: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27
  • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21
Level 22: Placate
  • (A) Recharge Reduction IO: Level 50
Level 24: Burst
  • (A) Eradication - Damage: Level 27
  • (40) Eradication - Accuracy/Recharge: Level 27
  • (40) Eradication - Damage/Recharge: Level 27
  • (42) Eradication - Accuracy/Damage/Recharge: Level 27
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge: Level 27
  • (42) Eradication - Chance for Energy Damage: Level 10
Level 26: Disrupt
  • (A) Stupefy - Accuracy/Recharge: Level 27
  • (46) Stupefy - Endurance/Stun: Level 27
  • (48) Stupefy - Accuracy/Endurance: Level 27
  • (48) Stupefy - Stun/Range: Level 27
  • (48) Stupefy - Accuracy/Stun/Recharge: Level 27
Level 28: Energy Drain
  • (A) Efficacy Adaptor - EndMod/Recharge: Level 27
  • (29) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 27
Level 30: Focused Burst
  • (A) Thunderstrike - Accuracy/Damage/Recharge: Level 31
  • (43) Thunderstrike - Accuracy/Damage/Endurance: Level 31
  • (43) Thunderstrike - Damage/Endurance/Recharge: Level 31
  • (43) Devastation - Accuracy/Damage/Recharge: Level 31
  • (45) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (45) Devastation - Chance of Hold: Level 30
Level 32: Concentrated Strike
  • (A) Pounding Slugfest - Accuracy/Damage: Level 27
  • (33) Pounding Slugfest - Disorient Bonus: Level 15
  • (33) Kinetic Combat - Accuracy/Damage: Level 27
  • (33) Kinetic Combat - Damage/Endurance: Level 27
  • (34) Kinetic Combat - Damage/Endurance/Recharge: Level 27
  • (34) Kinetic Combat - Knockdown Bonus: Level 20
Level 35: Energize
  • (A) Numina's Convalescence - Heal/Endurance: Level 31
  • (36) Numina's Convalescence - Endurance/Recharge: Level 31
  • (36) Numina's Convalescence - Heal/Recharge: Level 31
  • (36) Numina's Convalescence - Heal/Endurance/Recharge: Level 31
  • (37) Numina's Convalescence - Heal: Level 31
  • (37) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 38: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance: Level 27
  • (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 27
  • (46) Luck of the Gambler - Defense: Level 27
  • (46) Luck of the Gambler - Recharge Speed: Level 25
Level 41: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
Level 44: Assault
  • (A) Endurance Reduction IO: Level 50
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed: Level 25
Level 49: Long Range Teleport
  • (A) Recharge Reduction IO: Level 50
------------

Level 1: Assassination
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration: Level 10
  • (31) Numina's Convalescence - Heal/Endurance: Level 31
  • (31) Numina's Convalescence - Heal/Recharge: Level 31
  • (31) Numina's Convalescence - Heal: Level 31
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 27
  • (3) Performance Shifter - EndMod/Recharge: Level 27
  • (3) Performance Shifter - Chance for +End: Level 21
Level 4: Ninja Run

------------

Set Bonus Totals:
  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 23% Defense(Smashing)
  • 23% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 11.75% Defense(Energy)
  • 11.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.88% Defense(Melee)
  • 12.06% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 1.8% Max End
  • 6% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 36% Enhancement(Accuracy)
  • 43.75% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 325.3 HP (27.02%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 13.75%
  • 7% (0.12 End/sec) Recovery
  • 116% (5.82 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10% RunSpeed
  • 2% XPDebtProtection
------------

Set Bonuses:

Pounding Slugfest
(Quick Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Quick Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Hide)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Kinetic Shield)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pounding Slugfest
(Body Blow)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Body Blow)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Winter's Gift
(Recall Friend)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Power Shield)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Pounding Slugfest
(Smashing Blow)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Smashing Blow)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Kinetic Dampening)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Pounding Slugfest
(Assassin's Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Assassin's Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Eradication
(Burst)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 27.11 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Stupefy
(Disrupt)
  • 2.5% (0.04 End/sec) Recovery
  • 22.59 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Energy Drain)
  • 13.55 HP (1.13%) HitPoints
Thunderstrike
(Focused Burst)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Devastation
(Focused Burst)
  • 12% (0.6 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
Pounding Slugfest
(Concentrated Strike)
  • 8% (0.4 HP/sec) Regeneration
Kinetic Combat
(Concentrated Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Numina's Convalescence
(Energize)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.6 HP/sec) Regeneration
  • 22.59 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints

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It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
this means that it's possible to get benefit of Level 25 LotG +Recharge at Levels 22+, regardless of the Level at which the Power was taken.
Yeah it's not unusual for me to take Invisibility and/or Grant Invisibility at level 47 and/or 49 just to slot level 27 LotGs for exactly this reason. It's very counter-intuitive, one of many aspects of the IO system that is.


 

Posted

Just wanted to let everyone know that I rolled up Golden Blond on Virtue yesterday and spent the day (and some of sunday morning) doing all of the story arcs in Nova Praetoria before unlocking XP and proceeding on into Imperial City (currently Level 11, as of this post). Now I know that early behavior is not a strong indicator of future performance ... but so far, even with just Level 10 common IOs, the build strategy I'm using "feels" fairly strong (relatively speaking) and hasn't been giving me any real "issues" other than the Random Number Generator deciding to take a dump on me and ruin my day (5 out of 6 of my attacks MISS when facing a LT and two Minions, while ALL of their attacks HIT "just because"). Let me tell you, there's nothing like lining up three Foes within the Cone of Sands of Mu ... and whiffing all three of them simply because it's Amateur Hour.

Now I'm already into the Tier 8 Veteran Rewards, so I've got access to (pick 3 of 4) Ghost Slaying Axe, Sands of Mu, Blackwand Staff and Nemesis Staff to keep my attack chain "chugging" with Things To Do as early as Level 4. I personally prefer to pick Sands of Mu (melee bonus power) and Blackwand Staff (ranged bonus power), then pick up the Nemesis Staff as my "extra" bonus power. The reason for this is that when picking either Blackwand or Nemesis on the "extra" bonus power, you don't get the additional damage based on Origin modifier. Since I'm playing as a Natural Origin, I can go either way on choosing either the Blackwand or the Nemesis Staff as my "boosted by Origin" ranged damage attack power.

And this is where I noticed something about the Veteran Reward powers which I haven't seen anyone else notice (or make much noise about). The Nemesis Staff tends to "draw aggro" when used ... most likely because of the Knockback it applies. Even on static Destroy This Object targets, the Nemesis Staff will draw the attention of any Foes around the $Target. Not so with the Blackwand Staff! To my surprise, I could (poor man's) "snipe" with the Blackwand Staff on static objects without drawing aggro for attacking them. Likewise, by Natural Origin power of Throwing Knives was fully capable of inflicting (token) damage ... while not drawing aggro. Mind you, when the static object was dropped to 0 HP and exploded, the explosion was capable of "announcing" my presence to any Foes nearby ... but if the Foes weren't close enough to take any damage from the object destruct, then I was able to Destroy static objects (particularly Mission Objectives) without drawing aggro onto myself until it was either too late for any guard NPCs to stop me, or without drawing any aggro to myself AT ALL!

Attacking mobile NPCs of course drew aggro like you'd expect.

For this reason, I recommend taking the Blackwand Staff as your "main" Ranged Veteran Reward Power if your Origin is Mutant, Magic or Natural, so as take advantage of the damage bonus on a power that recharges faster(!) than the Nemesis Staff and which doesn't necessarily draw aggro from guardian NPCs when trying to detonate/destroy mission objects. Likewise, I still recommend taking the Nemesis Staff as the "extra" bonus power since the 1-2 combo of Blackwand+Nemesis can result in Quick Kills of NPC Foes who are a discreet distance (or otherwise separated) from the rest of their spawn group, while still in positions that you wouldn't want to be melee-ing from/at. Likewise, I recommend Sands of Mu over Ghost Slaying Axe for the Cone vs Single Target rationale, where as a Stalker being able to unload AoE damage can be VERY VALUABLE in the early levels for dealing with massed packs of hostiles (and it makes a great opener from Hidden against Hostage Guards where you can line things up before you alpha!).

Anyway ... just figured I ought to report in as to what the game play experience for this build of mine has been like in the early going (Levels 1-11 in Praetoria). Mind you, I very deliberately designed my build with Praetoria in mind for the Early Game, with the intent of doing ALL of the Praetorian story arcs in Nova, Imperial and Neutropolis before moving on (which I guess could be thought of as "anti-power leveling"). The most important thing, so far, is that I'm *REALLY* enjoying playing this Stalker ... far more than I'd been anticipating ... and I haven't slotted any Set IOs other than the Winter's Gift Slow Resistance in Recall Friend yet.

And best of all ... I only need to custom tint TWO POWERS (Hide and Disrupt) out of all of Kinetic Melee and Energy Aura to "fit" my chosen signature color scheme for the character! Because if your character name is Golden Blond your powers had better be Gold(en) Colored. To my delight, the Kinetic Melee powers all are ... and the Energy Aura powers "mostly" are too.


It's the end. But the moment has been prepared for ...