StJ/Nin Stalker


Blitzwulf

 

Posted

Here is a build for review, much thanks to any input. My goals for this build are for a standard, all-around build to tackle solo missions (I hover between +0/x6 - +0/x8, depends on enemies), task/strike forces and trials, and general teaming at 50. It'll take a bit to work up to purple sets as well as Incarnate abilities, but both of those are in progress.

So, simply put I'm wanting to make the best workhorse build I can, as this character is what I'll be playing for a long while. As I'm working on the expensive stuff, I'm keeping it to regular IO sets, and the slots are in hurdle for travel/speed purposes but not a must. QOL.

Also, while getting a handle on endurance and recharge issues I have IO enhancements in some attacks to even out the power stats instead of adding those delicious procs. Not sure how to add achilles' and others without sacrificing the attack stats themselves. :/

Thanks!

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Initial Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
Level 1: Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/Rchg:50(40), Ksmt-ToHit+:30(43)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 4: Danger Sense -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 6: Assassin's Strike -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(17), T'Death-Dmg/EndRdx/Rchg:40(17)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(13), GSFC-Build%:50(15)
Level 10: Caltrops -- Ragnrk-Knock%:50(A), Posi-Dam%:50(11), ImpSwft-Dam%:30(11)
Level 12: Placate -- Range-I:50(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 16: Kuji-In Rin -- EndRdx-I:50(A)
Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39), FrcFbk-Rchg/EndRdx:50(39)
Level 20: Kuji-In Sha -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(21), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 22: Super Jump -- Winter-ResSlow:50(A)
Level 24: Spring Attack -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(34)
Level 26: Shin Breaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), T'Death-Dmg/EndRdx/Rchg:40(34)
Level 35: Blinding Powder -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(36), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(36), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(37)
Level 38: Kuji-In Retsu -- RechRdx-I:50(A)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 44: Superior Conditioning -- P'Shift-End%:50(A)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
Level 2: Hurdle -- Jump-I:50(A), Jump-I:50(48), Jump-I:50(50)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(46), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 7.69% Defense(Energy)
  • 7.69% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 12.38% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 2.5% Enhancement(Confused)
  • 59% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 70% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 149.1 HP (12.38%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 10.45%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 10% (0.17 End/sec) Recovery
  • 40% (2.01 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Touch of Death
(Initial Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Hide)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Ninja Reflexes)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Danger Sense)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Assassin's Strike)
  • MezResist(Immobilize) 2.2%
  • 13.55 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
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)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Spinning Strike)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Kuji-In Sha)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Winter's Gift
(Super Jump)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Obliteration
(Spring Attack)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Mako's Bite
(Shin Breaker)
  • MezResist(Immobilize) 3.3%
  • 18.07 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Steadfast Protection
(Tough)
  • 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)
Crushing Impact
(Crushing Uppercut)
  • MezResist(Immobilize) 2.2%
  • 13.55 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Malaise's Illusions
(Blinding Powder)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Luck of the Gambler
(Weave)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)

 

Posted

Congrats on your endeavors! Stj/Nin is far and away the most fun I've had on CoX, and that was BEFORE the i22 changes. The build looks good but there are a few things I think you can do to improve it (on a mac so sorry I can't just give you the changes in Mids).

You mentioned you're avoiding purples for the time being, but since enhancement converters crashed the market the other morning I'd recommend picking up a Glad +def proc if you can. Last I checked it was at 300mil, down from 2BILL. It's an easy way to get +3 defense across the board and can be slotted either in Tough or Kuji-In Sha. The market will probably stabilize over the next week so grab it now while it's still "cheap."

While you're there, check out some other things that are currently cheap like the Panacea set (excluding the proc). Putting 5 of those in Kuji-In Sha will give you better stats and bonuses than Doctored Wounds including another 7.5% recharge. PvP and purple set bonuses are also nice in general since they don't go away when you exemp. Coercive Persuasion is a nice cheap purple set you can put in Blinding Powder for more great bonuses and a whopping 5% boost to ranged defense.

You should also grab the Stalker's Guile set and put the whole thing in Assassin's Strike as soon as you can. Aside from the set bonuses, the proc will will put you back in hide EVERY time you use it due to its 15sec base recharge (so long as you only use it once every 10 seconds per the last patch). Landing a focused AS, popping back into hide, then immediately launching a critical CU is why StJ stalkers are walking chainsaws. Obviously you want to catalyze the set when you can.

Put a recharge IO in Kuji-In Rin instead of the endurance reducer to make it perma, put it on auto and never think about it again. You're going to want some KB protection too since it's the only hole Kuji-In Rin won't cover. 4 points is all you need for most situations. If you want more (I always do) go for 12 points rather than 8 since 8 won't protect against anything 4 can't. I take 3 movement powers I like such as fly, hover, teleport, teleport foe, recall friend etc. and slot each with a Zephyr KB protection.

And on the topic of Recall Friend TAKE IT! Every stalker should have this power and have it early since they are uniquely suited for stealthing missions. Even if you don't think you'll use it your teammates will always be appreciative, and at the very least you can use it to slot some KB protect.

Take Maneuvers and slot it with the LoTGs you currently have in Hide. They'll do a lot more good there and you'll pick up some nice defense for yourself AND your teammates. Then pick up Assault and stick an End IO in it. For 10% extra damage all the time there's no reason not to take it, especially for a damage AT.

I assume you're slotting the 4 P'shifters in stamina mainly for the set bonuses but I think you can find better places for those slots since the recharge and accuracy aren't helping you there. I'd go p'shift end, p'shift +end, and a regular end mod IO.

Slots in hurdle is questionable but if you notice and enjoy the difference then keep 'em. Same goes for Spring Attack. Keep it if you like it but remember every attack that isn't from your primary is one less opportunity to stack combo points and Assassin's Focus.

Some small things:
-Hasten can be useful but only if it allows you to perform a chain you couldn't otherwise do. Just curious what you plan on running.
-Kuji-In Retsu is largely useless if your defenses are capped so once you reach that point I'd lose it.
-I'd slot placate for recharge instead of range since you'll always be in melee or lose it all together. I know that sounds crazy but with the ATO proc in AS you may find yourself not using it after a while.
-I find extra procs in caltrops are more of a novelty than anything else. The damage in miniscule - you want it because of the fantastic mitigation. I'd keep the Ragnorak proc and lose the other two.

With the slots you've saved I'd put 5 Aegis in Tough for 4.695% AOE defense along with the Steadfast proc. This will also make Tough a useable toggle. I always have mine on, and along with other bonuses have roughly 30% s/l resist which is AWESOME for when things manage to get through my defense.

When you hit 50 take Musculature Core no question. Recharge and End problems can be dealt with in other ways but an extra 30% damage after ED is exactly what a death engine like you wants


The Grim Saint - Virtueverse [1323 Badges]

 

Posted

Much thanks for the input, Grim, gave me some nuggets to think over. One thing I'm not sure about is how much +acc in bonuses is too much, along with a Kismet? I'm just wanting to make sure I'm hitting the sweet spot for +4's but it's been a while since I've went over the to-hit/accuracy/levels math.

After some thinking/tweaking/testing/tweaking, version 2 is at the bottom. I had tested a build slotting up tough, dropping hasten, picking up leadership and acrobatics, but with the removed slots from endurance tools I had ended up sucking wind way too often.

Few things: Stalker's Guile changed 4-5 years of playstyle habits. That, along with the Frenzy villian alignment power, Placate was just collecting dust. At first I didn't bother slotting KB protection because with the defense I have, I rarely get hit but for the auto hit type KB and it wasn't a big deal. Got pissed at Rikti, took Acro. Fixed. Slaughtered more Rikti. Took Monkey. I had also dropped hasten, good call on that one. I had originally had it for the AoE hitters recharge boost, but it's really not needed at all for me.

I think of Caltrops as the stalker version of a damage aura. Yes, it causes fleeing, but knockdown/knockup/slow and 2-3 stacks of 'trops with procs, along with Spinning Strike and Spring Attack... tends to wreck pretty much any mob. Ended up stripping out two slots from trops though, just didn't have the room. Also, that's why I am liking Spring Attack: slotted up it hits just about as hard as Spinning Strike, I only have to use it once a mob so the longish recharge doesn't bother me, and I've always been a fan of teleports so it is working well for me.

Retsu originally was my defense against heavy def debuff types as nin doesn't get much resist, the long recharge and crash as well as questionable usability for when it was needed... ended up dropping it, with the current build I haven't missed it yet.

Extras for endurance tools were added after trying out all the new toggles, ended up needing every bit of endurance because StJ and 8-10 toggles tends to be a ***** to manage unless you have a souped-up engine.

Critique welcome on v2, here:

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Villain Profile:
Level 1: Initial Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
Level 1: Hide -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11)
Level 2: Ninja Reflexes -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 4: Danger Sense -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(11)
Level 6: Assassin's Strike -- C'ngImp-Dmg/EndRdx:50(A), StalkersG-Dmg/Rchg:50(7), StalkersG-Acc/Dmg/Rchg:50(7), StalkersG-Dmg/EndRdx/Rchg:50(15), StalkersG-Acc/Dmg/EndRdx/Rchg:50(17), StalkersG-Rchg/Hide%:40(17)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(13), GSFC-Build%:50(15)
Level 10: Caltrops -- Ragnrk-Knock%:50(A)
Level 12: Combat Jumping -- DefBuff-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Spring Attack -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(25), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(34)
Level 18: Spinning Strike -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(39), FrcFbk-Rchg/EndRdx:50(39)
Level 20: Kuji-In Sha -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(21), Dct'dW-Heal/Rchg:50(21), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/EndRdx/Rchg:50(23)
Level 22: Boxing -- Dmg-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Shin Breaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(31)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(50)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34), T'Death-Dmg/EndRdx/Rchg:40(34)
Level 35: Blinding Powder -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(36), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(36), Mlais-Acc/Conf/Rchg:50(37), Mlais-Dam%:50(37)
Level 38: Superior Conditioning -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Rchg:50(50)
Level 41: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-End%:50(43), P'Shift-EndMod/Rchg:50(50)
Level 44: Assault -- EndRdx-I:50(A)
Level 47: Kuji-In Rin -- RechRdx-I:50(A)
Level 49: Acrobatics -- EndRdx-I:50(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Rchg:50(39), P'Shift-EndMod/Acc/Rchg:50(40), P'Shift-Acc/Rchg:50(40), P'Shift-EndMod:50(46), P'Shift-EndMod/Acc:50(48)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 1: Brawl -- Dmg-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 7.69% Defense(Energy)
  • 7.69% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.25% Defense(Melee)
  • 12.38% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 2.5% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 59% Enhancement(Accuracy)
  • 73.75% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 194.3 HP (16.14%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 8.25%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 10% (0.17 End/sec) Recovery
  • 40% (2.01 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 20% RunSpeed
------------
Set Bonuses:
Touch of Death
(Initial Strike)
  • MezResist(Immobilize) 2.75%
  • 18.07 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Hide)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Ninja Reflexes)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Danger Sense)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Stalker's Guile
(Assassin's Strike)
  • 7% Enhancement(Accuracy)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 2.5% DamageBuff(All)
  • 8.75% Enhancement(RechargeTime)
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)
Obliteration
(Spring Attack)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Spinning Strike)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Doctored Wounds
(Kuji-In Sha)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 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)
Mako's Bite
(Shin Breaker)
  • MezResist(Immobilize) 3.3%
  • 18.07 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Weave)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
  • 10% (0.5 HP/sec) Regeneration
  • 13.55 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Crushing Uppercut)
  • MezResist(Immobilize) 2.2%
  • 13.55 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Malaise's Illusions
(Blinding Powder)
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% Enhancement(Confused)
  • 2.5% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Performance Shifter
(Superior Conditioning)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
  • 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)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)

 

Posted

Looks solid!

I like that you skipped two attack powers since your recharge makes them obsolete. Some will debate the usefulness of Sweeping Cross for single targets since it does nearly the same damage as Spinning Strike and costs a lot less endurance, but for my money there are few opportunities where SC would be preferable to using SS, and a whole power slot is a lot to ask for the occasional "what if" situation. I took Heavy Blow over Initial Strike since it fits in my chain and does a tad more damage, though the two are more or less interchangeable. HB does have a higher chance to stack Assassin's Focus (75% vs 65%), however.

When you get to the point of slotting Glad +def, Coercive Persuasion, etc. you'll have more freedom with your defense numbers and can do fun things like slot the Hec proc in IS (or HB), Unbreakable Constraint proc in CU, and Achilles -res in Shin Breaker. The Hec proc is particularly potent in a fast recharging power. Defense from these sources also means you can drop it from others like Combat Jumping, freeing up more power slots.

Quote:
At first I didn't bother slotting KB protection because with the defense I have, I rarely get hit but for the auto hit type KB and it wasn't a big deal. Got pissed at Rikti, took Acro. Fixed.
Acrobatics will definitely do the job, offering 9 KB protection (15 with a level 50 KB IO) though, like you mentioned, endurance does become an issue and I found Acrobatics to be one toggle too many, hence opting for the zephyrs. If you slot the level 10 versions you also become essentially immune to knockback no matter what level you exemp to. One will do the job for 90% of content. You can swap the Jump IO in Super Jump for it and free up an entire power and some needed endurance. Going for three is a bigger investment but will turn you into a truck.

Not sure how often you exemp but if it's a lot I'd consider taking Kuji-In Rin as soon as it's available. Call me paranoid about status effects but one lucky mez can easily be the death of a defense based stalker, or at least the death of his DPS. Having blanket protection across all levels is a major boon to your peace of mind.

Quote:
One thing I'm not sure about is how much +acc in bonuses is too much, along with a Kismet? I'm just wanting to make sure I'm hitting the sweet spot for +4's but it's been a while since I've went over the to-hit/accuracy/levels math.
144% accuracy will give you the capped 95% chance to hit a +4 enemy, although with kismet this number drops to 112% because it buffs your toHit value which is factored before accuracy. Right now you're exactly where you should be. If you start slotting purple sets and hitting 95% accuracy in your attacks and getting those sweet +15% global bonuses you'll easily exceed 144% and can then drop kismet if you like. Some AVs (Mako comes to mind) have higher than normal defense and will even use +def powers that will directly oppose your toHit value. These instances account for a very small percentage of the game, though. I'd just shoot for a little above the regular cap and keep two or three yellows handy.


The Grim Saint - Virtueverse [1323 Badges]

 

Posted

Thanks for the tips, advice, feedback, and info. Much much appreciated.

As for my playstyle/plans for this build, it won't be exemping down at all, this one is for straight 50+ carnage... Planning to (eventually) use my second build for an exemping build, so I'm not stressing that. Yet.

As I was leveling (this is my first StJ), I tried out every power in the set. Personally, I much prefer the animation and feel to Heavy Blow over Initial Strike, but as I leveled up (using hasten to kinda guage where I'd be at 50 with the powers on a faster recharge), it's the activation time of HB that turned me off of it because IS is like lightning, doesn't take up a lot of time in my attack chain so I can pound those orange circles more instead of waiting on animations, as well I'm already planning on a Hec proc in IS so that's a lil more gravy on top. Sweeping Cross is another power I actually really like, but only for the feel/flavor of the attack. The damage is about the same as Spinning, and since I'm normally starting it off and wading into the middle ofmob after mob, the PBAOE on Spinning made SC obsolete as well.

For my secondary/exemp build, yeah, both HB and SC are awesome at their levels. I had learned a long time ago with my Claws stalker that if you get to a point where your recharge means you go entire mob fights without using the lower attacks, it's safe to drop 'em.

I'm much looking forward to the expensive goodies and the build freedom with defense/acc numbers, not just the awesome icing on the ownage cupcakes. At the moment I'm selling, saving, and working tips for villian merits and a few more shards for my first alpha slot/musculature.

Planning on Coercive Persuasion 6 in Blinding Powder, Hecatomb proc in IS, Heca 5 in Shin Breaker (I always want to call it Curbstomp... it's why I started to fall in love with the set in the first place, then I hit 32 lmao). Spinning Strike and Spring Attack will eventually be getting a set of Ragnarok 5 and Armaggedon 5/6, maybe by that point I can switch to weapon mastery for some flyer hate and a 5/6 set of Apocalypse to make the Purple 5.

The PvP IO's are stupid expensive to my mind right now, so I'm just browsing/keeping up with thier prices as I'm saving and selling drops and working on incarnate. And at some point I get to go around and get all those nice accolades too.

Oh, much to do and it's all fun. I love this game.
*Curbstomps a Rikti for good measure*


"Scrappers don't want the bit of dignity that Brutes left them taken away by (lol)Stalkers." -Delta_Strider, on Stalker buffs.

Current Project: Hard Goodbye, StJ/Nin
Retired: Blitzwulf, Claws/Nin (50); Perdition's Blade, Night Widow (50)