Kinetic Melee/Ninjutsu stalker


Aett_Thorn

 

Posted

Since I just resubscribed I decided I wanted to try Kinetic Melee since I haven't ever played it before, was going to make it on a scrapper but never got around to it. I've never played a serious stalker either so I figured I'd try it out. Any suggestions/tips/ and critiques would be much appreciated. I'll probably solo/team through either praetoria then go redside or just solo redside. I went with Ninjutsu simply because it's a stalker exclusive, On SO's would super reflexes be better? Also realized instead of teleport I could throw in either fighting or leadership for more defense, have no idea why I didn't take fighting or leadership

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

Click this DataLink to open the build!

Level 50 Technology Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Quick Strike -- Dmg(A), Acc(3), Acc(3)
Level 1: Hide -- DefBuff(A), DefBuff(5), DefBuff(5), RechRdx(7)
Level 2: Smashing Blow -- Acc(A), Dmg(7), RechRdx(9), Acc(9)
Level 4: Ninja Reflexes -- EndRdx(A), DefBuff(11), DefBuff(11), DefBuff(13)
Level 6: Combat Jumping -- Jump(A), Jump(13), DefBuff(15), DefBuff(15), DefBuff(17)
Level 8: Assassin's Strike -- EndRdx(A), Acc(25), Acc(27), RechRdx(27)
Level 10: Danger Sense -- EndRdx(A), EndRdx(29), DefBuff(29), EndRdx(31), DefBuff(31), DefBuff(31)
Level 12: Caltrops -- Range(A), Dmg(33), Slow(33), RechRdx(34)
Level 14: Fly -- Flight(A), EndRdx(34)
Level 16: Placate -- RechRdx(A), RechRdx(34), RechRdx(36), Range(36), Range(36), Range(37)
Level 18: Build Up -- ToHit(A), RechRdx(21), ToHit(23), RechRdx(33), RechRdx(37), Empty(37)
Level 20: Kuji-In Sha -- Heal(A), ResDam(39), Heal(39), RechRdx(39), RechRdx(40), Heal(40)
Level 22: Kuji-In Rin -- RechRdx(A), RechRdx(40), RechRdx(42), EndRdx(42), EndRdx(42)
Level 24: Recall Friend -- Range(A)
Level 26: Burst -- RechRdx(A), Dmg(43), Acc(43), Acc(43), RechRdx(45)
Level 28: Smoke Flash -- RechRdx(A), RechRdx(45), RechRdx(45), Acc(46), Acc(46)
Level 30: Teleport Foe -- Empty(A)
Level 32: Long Range Teleport -- RechRdx(A)
Level 35: Concentrated Strike -- Dmg(A), Acc(46), Acc(48), RechRdx(48)
Level 38: Team Teleport -- Range(A)
Level 41: Hasten -- RechRdx(A), RechRdx(48)
Level 44: Physical Perfection -- EndMod(A), Heal(50), EndMod(50), Heal(50)
Level 47: Shuriken -- Acc(A)
Level 49: Exploding Shuriken -- RechRdx(A)
------------
Level 2: Swift -- Flight(A), Flight(23), Flight(25)
Level 2: Health -- Heal(A), Heal(19), Heal(21)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(19)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

I need to find out, is there any specific reason you chose all 4 travel pools? This answered, I can more help you with a build.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.

 

Posted

I can't imagine not taking Concentrated Strike ASAP.


Under construction

 

Posted

Quote:
Originally Posted by _Pine_ View Post
I need to find out, is there any specific reason you chose all 4 travel pools? This answered, I can more help you with a build.
I didn't even realize I did untill I looked at my build after I posted it, I could toss out teleportation pool. I took speed for hasten, figuring I'd need it, and leaping for combat jumping for added defense. So the only real travel pool I would need is fly


 

Posted

You are aware how Concentrated Strike works with Build Up? That a crit on Concentrated Strike (which you will get from Hide) doesn't do extra damage but instead refreshes Build Up and thereby leads to popping Build Up, using Concentrated Strike from Hide (and since Concentrated Strike hits like a tank dropped from orbit, whatever it is that you are targetting is likely dead) and immediately refresing Build Up for future use. Since your Build Up is still going to be going for another 6 seconds or so after you have used Concentrated Strike, drop a Burst on the area and put everything on its butt while doing damage to them and then, deal with survivors as you will. Again, I can not see not taking Concentrated Strike the very first moment it comes available.

My understanding is that Smoke Flash is a fairly weak power, but that comes from reviews of it here online. My Electric Melee/Ninjitsu stalker neither is high enough level to have it nor plans to take it.

Edit: Another thing, the slotting on your attacks looks odd. Is there some reason you are avoiding slotting them with 3 Damage each?


Under construction

 

Posted

A few suggestions:

1) You've got a ton of slots in Placate, including Range for some reason. You're most likely going to be using that on targets right next to you, so Range isn't that useful. You can drop AT LEAST three slots from that.

2) Danger Sense is vastly overslotted for EndRed. If you're building on SOs only, 3 DefBuff, 1 EndRed is fine on armor toggles.

3) SLOT YOUR ATTACKS! Assassin's Strike isn't even slotted for Damage at all. Take some of the slots created from the two suggestions above, and slot attacks for Acc, Damage, and then EndRed/RecRed. Your attacks do you no good if they don't do any damage.

4) Drop Smoke Flash, get Blinding Powder. It's a much better power.

5) Swift and Health don't need three slots. Flight's Fly speed is capped with no slots whatsoever, and you won't need any additional +flightspeed for Hover, so drop Swift down to a +Runspeed SO instead. Health is similar, in that since you don't have any other Regen powers, you're not going to see much difference from 3-slotting it. Again, add these extra slots to attacks.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Erratic View Post
You are aware how Concentrated Strike works with Build Up? That a crit on Concentrated Strike (which you will get from Hide) doesn't do extra damage but instead refreshes Build Up and thereby leads to popping Build Up, using Concentrated Strike from Hide (and since Concentrated Strike hits like a tank dropped from orbit, whatever it is that you are targetting is likely dead) and immediately refresing Build Up for future use. Since your Build Up is still going to be going for another 6 seconds or so after you have used Concentrated Strike, drop a Burst on the area and put everything on its butt while doing damage to them and then, deal with survivors as you will. Again, I can not see not taking Concentrated Strike the very first moment it comes available.

My understanding is that Smoke Flash is a fairly weak power, but that comes from reviews of it here online. My Electric Melee/Ninjitsu stalker neither is high enough level to have it nor plans to take it.

Edit: Another thing, the slotting on your attacks looks odd. Is there some reason you are avoiding slotting them with 3 Damage each?
No actually there isnt, and I had no idea it worked like that. I've never played stalkers or Kinetic melee, Im revising my build now, thanks for the advice.

Thank you also to Aett for the great advice


 

Posted

Okay here's the new build, I removed Teleport for Tactics but I was wondering if perhaps I should get rid of the speed pool for the concealment pool for added defense?


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

Click this DataLink to open the build!

Level 50 Technology Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Quick Strike -- Dmg(A), Acc(3), Acc(3), RechRdx(7), Dmg(13), Dmg(29)
Level 1: Hide -- DefBuff(A), DefBuff(5), DefBuff(5)
Level 2: Smashing Blow -- Acc(A), Dmg(7), RechRdx(9), Acc(9), Dmg(21), Dmg(27)
Level 4: Ninja Reflexes -- EndRdx(A), DefBuff(11), DefBuff(11), DefBuff(13)
Level 6: Combat Jumping -- Jump(A), DefBuff(15), DefBuff(15), DefBuff(17), EndRdx(33)
Level 8: Assassin's Strike -- Dmg(A), Dmg(21), Dmg(23), Acc(25), RechRdx(25), Acc(27)
Level 10: Danger Sense -- EndRdx(A), DefBuff(19), DefBuff(29), DefBuff(31)
Level 12: Build Up -- ToHit(A), ToHit(23), RechRdx(37)
Level 14: Fly -- EndRdx(A)
Level 16: Placate -- RechRdx(A), RechRdx(34), RechRdx(36)
Level 18: Caltrops -- Range(A), Slow(33), RechRdx(34)
Level 20: Kuji-In Sha -- Heal(A), ResDam(39), Heal(39), RechRdx(39), RechRdx(40), Heal(40)
Level 22: Kuji-In Rin -- RechRdx(A), RechRdx(40), RechRdx(42), EndRdx(42), EndRdx(42)
Level 24: Maneuvers -- DefBuff(A), DefBuff(31), DefBuff(45), EndRdx(45)
Level 26: Burst -- RechRdx(A), Dmg(43), Acc(43), Acc(43), RechRdx(45)
Level 28: Hasten -- RechRdx(A), RechRdx(48)
Level 30: Assault -- RechRdx(A), EndRdx(31), EndRdx(34)
Level 32: Concentrated Strike -- RechRdx(A), Dmg(33), Acc(36), Dmg(36), Dmg(37), Acc(37)
Level 35: Vengeance -- DefBuff(A), DefBuff(46), Heal(48), Heal(48)
Level 38: Blinding Powder -- Acc(A), RechRdx(46), Acc(46)
Level 41: Web Grenade -- Range(A)
Level 44: Physical Perfection -- EndMod(A), Heal(50), EndMod(50), Heal(50)
Level 47: Shuriken -- Acc(A)
Level 49: Exploding Shuriken -- RechRdx(A)
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(17), EndMod(19)
Level 1: Assassination
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run



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Posted

It looks better, but there are still a couple of things that might be tweaked.

You should not need the extra Accuray in Quick Strike, and Quick Strike recharges quickly enough as is that putting a Recharge Reducer in it is not saving you much (it will recharge in 2.25 seconds as opposed to 3 seconds--not really a savings worth having). If you are not planning on using the IOs, I would drop 2 slots in the power and leave it at Acc, Dmg, Dmg, Dmg.

Unless you are planning on regularly confronting things that are much higher level than you, most of your attacks have more Accuracy slotted than is advisable.

You have seriously short changed Burst in the damage department. Kinetic Melee is not a heavy, AE powerset, so you will want to get the most out of what few area attacks you have.

When I get home I will try to cobble together a build which respects your power choices but yields what I think might be a better levelling experience.


Under construction

 

Posted

Quote:
Originally Posted by Erratic View Post
It looks better, but there are still a couple of things that might be tweaked.

You should not need the extra Accuray in Quick Strike, and Quick Strike recharges quickly enough as is that putting a Recharge Reducer in it is not saving you much (it will recharge in 2.25 seconds as opposed to 3 seconds--not really a savings worth having). If you are not planning on using the IOs, I would drop 2 slots in the power and leave it at Acc, Dmg, Dmg, Dmg.

Unless you are planning on regularly confronting things that are much higher level than you, most of your attacks have more Accuracy slotted than is advisable.

You have seriously short changed Burst in the damage department. Kinetic Melee is not a heavy, AE powerset, so you will want to get the most out of what few area attacks you have.

When I get home I will try to cobble together a build which respects your power choices but yields what I think might be a better levelling experience.
Alright I'll keep that in mind for future reference, thanks for the great advice.


 

Posted

I would not make some of the power choices personally but I tried to mostly respect what you indicated you would take. But I feel the slotting on this might serve you better than what you last had indicated.


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

Click this DataLink to open the build!

Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Quick Strike

  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (13) Damage Increase
Level 1: Hide
  • (A) Defense Buff
Level 2: Body Blow
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (13) Damage Increase
  • (39) Endurance Reduction
Level 4: Ninja Reflexes
  • (A) Defense Buff
  • (9) Defense Buff
  • (17) Defense Buff
Level 6: Assassin's Strike
  • (A) Accuracy
  • (7) Damage Increase
  • (7) Damage Increase
  • (9) Damage Increase
  • (37) Endurance Reduction
  • (46) Recharge Reduction
Level 8: Fly
  • (A) Flight Speed
Level 10: Smashing Blow
  • (A) Accuracy
  • (11) Damage Increase
  • (11) Damage Increase
  • (15) Damage Increase
  • (15) Recharge Reduction
  • (46) Recharge Reduction
Level 12: Caltrops
  • (A) Recharge Reduction
  • (34) Recharge Reduction
  • (34) Recharge Reduction
Level 14: Placate
  • (A) Recharge Reduction
Level 16: Build Up
  • (A) Recharge Reduction
  • (39) Recharge Reduction
  • (46) Recharge Reduction
Level 18: Danger Sense
  • (A) Defense Buff
  • (19) Defense Buff
  • (19) Defense Buff
Level 20: Kuji-In Sha
  • (A) Recharge Reduction
  • (21) Healing
  • (27) Healing
  • (29) Healing
  • (37) Recharge Reduction
  • (37) Recharge Reduction
Level 22: Kuji-In Rin
  • (A) Recharge Reduction
  • (23) Recharge Reduction
  • (23) Recharge Reduction
Level 24: Burst
  • (A) Accuracy
  • (25) Damage Increase
  • (25) Damage Increase
  • (27) Damage Increase
  • (29) Recharge Reduction
  • (39) Recharge Reduction
Level 26: Boxing
  • (A) Accuracy
Level 28: Tough
  • (A) Endurance Reduction
  • (42) Resist Damage
  • (42) Resist Damage
  • (43) Resist Damage
Level 30: Weave
  • (A) Endurance Reduction
  • (31) Defense Buff
  • (31) Defense Buff
  • (31) Defense Buff
Level 32: Concentrated Strike
  • (A) Accuracy
  • (33) Damage Increase
  • (33) Damage Increase
  • (33) Damage Increase
  • (34) Endurance Reduction
  • (40) Recharge Reduction
Level 35: Blinding Powder
  • (A) Accuracy
  • (36) To Hit Debuff
  • (36) To Hit Debuff
  • (36) To Hit Debuff
Level 38: Kuji-In Retsu
  • (A) Recharge Reduction
  • (40) Recharge Reduction
  • (40) Recharge Reduction
Level 41: Physical Perfection
  • (A) Endurance Modification
  • (42) Healing
  • (43) Endurance Modification
  • (43) Healing
Level 44: Maneuvers
  • (A) Endurance Reduction
  • (45) Defense Buff
  • (45) Defense Buff
  • (45) Defense Buff
Level 47: Shuriken
  • (A) Accuracy
  • (48) Damage Increase
  • (48) Damage Increase
  • (48) Damage Increase
Level 49: Exploding Shuriken
  • (A) Accuracy
  • (50) Damage Increase
  • (50) Damage Increase
  • (50) Damage Increase
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification
  • (17) Endurance Modification
  • (21) Endurance Modification
Level 1: Assassination
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


Under construction

 

Posted

Quote:
Originally Posted by Erratic View Post
I would not make some of the power choices personally but I tried to mostly respect what you indicated you would take. But I feel the slotting on this might serve you better than what you last had indicated.


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

Click this DataLink to open the build!

Level 50 Natural Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Quick Strike
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (13) Damage Increase
Level 1: Hide
  • (A) Defense Buff
Level 2: Body Blow
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Damage Increase
  • (13) Damage Increase
  • (39) Endurance Reduction
Level 4: Ninja Reflexes
  • (A) Defense Buff
  • (9) Defense Buff
  • (17) Defense Buff
Level 6: Assassin's Strike
  • (A) Accuracy
  • (7) Damage Increase
  • (7) Damage Increase
  • (9) Damage Increase
  • (37) Endurance Reduction
  • (46) Recharge Reduction
Level 8: Fly
  • (A) Flight Speed
Level 10: Smashing Blow
  • (A) Accuracy
  • (11) Damage Increase
  • (11) Damage Increase
  • (15) Damage Increase
  • (15) Recharge Reduction
  • (46) Recharge Reduction
Level 12: Caltrops
  • (A) Recharge Reduction
  • (34) Recharge Reduction
  • (34) Recharge Reduction
Level 14: Placate
  • (A) Recharge Reduction
Level 16: Build Up
  • (A) Recharge Reduction
  • (39) Recharge Reduction
  • (46) Recharge Reduction
Level 18: Danger Sense
  • (A) Defense Buff
  • (19) Defense Buff
  • (19) Defense Buff
Level 20: Kuji-In Sha
  • (A) Recharge Reduction
  • (21) Healing
  • (27) Healing
  • (29) Healing
  • (37) Recharge Reduction
  • (37) Recharge Reduction
Level 22: Kuji-In Rin
  • (A) Recharge Reduction
  • (23) Recharge Reduction
  • (23) Recharge Reduction
Level 24: Burst
  • (A) Accuracy
  • (25) Damage Increase
  • (25) Damage Increase
  • (27) Damage Increase
  • (29) Recharge Reduction
  • (39) Recharge Reduction
Level 26: Boxing
  • (A) Accuracy
Level 28: Tough
  • (A) Endurance Reduction
  • (42) Resist Damage
  • (42) Resist Damage
  • (43) Resist Damage
Level 30: Weave
  • (A) Endurance Reduction
  • (31) Defense Buff
  • (31) Defense Buff
  • (31) Defense Buff
Level 32: Concentrated Strike
  • (A) Accuracy
  • (33) Damage Increase
  • (33) Damage Increase
  • (33) Damage Increase
  • (34) Endurance Reduction
  • (40) Recharge Reduction
Level 35: Blinding Powder
  • (A) Accuracy
  • (36) To Hit Debuff
  • (36) To Hit Debuff
  • (36) To Hit Debuff
Level 38: Kuji-In Retsu
  • (A) Recharge Reduction
  • (40) Recharge Reduction
  • (40) Recharge Reduction
Level 41: Physical Perfection
  • (A) Endurance Modification
  • (42) Healing
  • (43) Endurance Modification
  • (43) Healing
Level 44: Maneuvers
  • (A) Endurance Reduction
  • (45) Defense Buff
  • (45) Defense Buff
  • (45) Defense Buff
Level 47: Shuriken
  • (A) Accuracy
  • (48) Damage Increase
  • (48) Damage Increase
  • (48) Damage Increase
Level 49: Exploding Shuriken
  • (A) Accuracy
  • (50) Damage Increase
  • (50) Damage Increase
  • (50) Damage Increase
------------
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification
  • (17) Endurance Modification
  • (21) Endurance Modification
Level 1: Assassination
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Thanks, But just out of curiosity what power choices would you differ in? all suggestions would be much appreciated.


 

Posted

I am not wowed by Weapon Mastery as a powerpool. It is thematic because of Shuriken (and Exploding Shuriken) and does get you Physical Perfection, but Shuriken and Exploding Shurikent don't get you a lot of damage and I wonder how often you are going to be in need of a ranged attack. But I can't say that any of the hero-side Power Pools really sings to me in terms of utility, so you might as well pick one you like.

Blinding Powder seems kinda iffy. I am guessing you would use it to reduce the number of mobs that will respond to you revealing yourself by attacking, hoping for it to hit the second (and third or more) dangerous opponent in a spawn (becuase you obviously are single target taking out the first dangerous one). Obviously the power seems to have situational usefulness, I just am not sure how often the situation arises.

Finally, you had three slots dedicated to Hide in your build. I didn't put the two extra slots in the power but I think you had a good idea there because it allows you to reveal yourself (say by using Caltrops) and still maintain a very high defense because you haven't taken damage. Opponents will then come after you and you would be somewhat closer to the defense cap while still hiden, meaning you might still successfully launch an attack without interruption. I took the two slots out in my build but that really comes down to how you want the character to be able to play and I can't say that what you had was wrong.

But I agonize over power choices when working up a character anyway, changing them and slotting as I pour more consideration into them while playing them.


Under construction

 

Posted

Quote:
Originally Posted by Erratic View Post
I am not wowed by Weapon Mastery as a powerpool. It is thematic because of Shuriken (and Exploding Shuriken) and does get you Physical Perfection, but Shuriken and Exploding Shurikent don't get you a lot of damage and I wonder how often you are going to be in need of a ranged attack. But I can't say that any of the hero-side Power Pools really sings to me in terms of utility, so you might as well pick one you like.

Blinding Powder seems kinda iffy. I am guessing you would use it to reduce the number of mobs that will respond to you revealing yourself by attacking, hoping for it to hit the second (and third or more) dangerous opponent in a spawn (becuase you obviously are single target taking out the first dangerous one). Obviously the power seems to have situational usefulness, I just am not sure how often the situation arises.

Finally, you had three slots dedicated to Hide in your build. I didn't put the two extra slots in the power but I think you had a good idea there because it allows you to reveal yourself (say by using Caltrops) and still maintain a very high defense because you haven't taken damage. Opponents will then come after you and you would be somewhat closer to the defense cap while still hiden, meaning you might still successfully launch an attack without interruption. I took the two slots out in my build but that really comes down to how you want the character to be able to play and I can't say that what you had was wrong.

But I agonize over power choices when working up a character anyway, changing them and slotting as I pour more consideration into them while playing them.
Im thinking of taking this guy redside instead of blueside and was thinking either soul mastery or MU for patron pool, any suggestions there?


 

Posted

I just am not familiar enough with those powersets to have much of an idea. They all look equally viable to me.


Under construction

 

Posted

Quote:
Originally Posted by Subject87 View Post
Im thinking of taking this guy redside instead of blueside and was thinking either soul mastery or MU for patron pool, any suggestions there?
1) If you need some burst survivability: go Soul. Shadow Meld is a great defensive power.

2) If you don't need some extra burst survivability: go Mu. The extra AoE attack may be nice for you.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Subject87 View Post
Im thinking of taking this guy redside instead of blueside and was thinking either soul mastery or MU for patron pool, any suggestions there?
What's wrong with Cap'n Mako? Waterspout is unending hilarity and you get Hibernate too for when things go terribly wrong.


@Mindshadow

 

Posted

Here's how I would approach the build. I think taking the attacks as soon as they open up is extremely important to Stalkers, although after the changes to AS happen Stalkers will be able to make better early game attack chains. Until that happens I'll stick with what I know. I went Body Mastery because I like being able to continue fighting without endurance issues, and Energy Torrent is a nice AoE with good mitigation.

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

Click this DataLink to open the build!

SO KM-Nin: Level 50 Magic Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Body Blow -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(13), EndRdx(15)
Level 1: Hide -- DefBuff(A), DefBuff(39), DefBuff(39)
Level 2: Smashing Blow -- Acc(A), Dmg(25), Dmg(25), Dmg(27), EndRdx(27), EndRdx(29)
Level 4: Ninja Reflexes -- DefBuff(A), DefBuff(5), DefBuff(5), EndRdx(7)
Level 6: Assassin's Strike -- Acc(A), Acc(15), Dmg(17), Dmg(17), Dmg(19), EndRdx(19)
Level 8: Build Up -- RechRdx(A), RechRdx(21), RechRdx(21)
Level 10: Danger Sense -- DefBuff(A), DefBuff(11), DefBuff(11), EndRdx(13)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(29)
Level 18: Burst -- Acc(A), Dmg(34), Dmg(37), Dmg(37), EndRdx(39), RechRdx(40)
Level 20: Kuji-In Sha -- Heal(A), Heal(40), Heal(40), RechRdx(42), RechRdx(43), RechRdx(43)
Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Boxing -- Empty(A)
Level 26: Focused Burst -- Acc(A), Dmg(43), Dmg(46), Dmg(50), EndRdx(50), RechRdx(50)
Level 28: Smoke Flash -- RechRdx(A)
Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31), EndRdx(31)
Level 32: Concentrated Strike -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
Level 35: Blinding Powder -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), RechRdx(37)
Level 38: Superior Conditioning -- EndMod(A)
Level 41: Physical Perfection -- EndMod(A), EndMod(42), EndMod(42)
Level 44: Energy Torrent -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Caltrops -- Dmg(A)
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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