NEED CRITIQUE - PvE - Stalker - Ninja Blade/Ninjitsu - Second Attempt


Armath

 

Posted

Whoa, deja vu.

I mean, with the Stalker changes, I'm in need of a little help re-assessing this one. The goals are more or less the same as last I posted it. Damage, Recharge, Defense. In that order.

My Defense focus is Melee Defense, but with Divine Avalanche, it's easily capped. Ranged is a bit of a hole in this, and AoE when unhidden could also be better, but I'm not sure what I'd sacrifice for it.

I've done a few build stunts, and I am aware that this build is very expensive. What with five LoTGs, a Miracle AND a Numina's, plus some purples. This is more or less a wish-list build, and the two purple sets have non-purple alternatives. That is Malaise's Illusions for Coersive Persuasion and Positron's Blast for Ragnarok respectively.

There's one power choice that's... bugging me. I can't figure out my level 30 power. It's Recall Friend at the moment, which is okay. Hasten is a waste with the kind of recharge this thing is outputting when it's done, and Leadership is both and end-hog and not that good on a Stalker. But I'd like to not spend any slots on this. Smoke Flash is also an option, but I don't know about Smoke Flash. Seems a bit useless.

In any case, here's the wishlist build for White Lie, Issue 22 version. Expensive, but perhaps not prohibitively so.

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

Click this DataLink to open the build!

White Lie: Level 50 Natural Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg(5), C'ngImp-Acc/Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(11), Oblit-Acc/Rchg(23)
Level 4: Super Jump -- Zephyr-ResKB(A)
Level 6: Assassin's Blade -- StalkersG-Acc/Dmg(A), StalkersG-Dmg/Rchg(13), StalkersG-Acc/Dmg/Rchg(15), StalkersG-Dmg/EndRdx/Rchg(15), StalkersG-Acc/Dmg/EndRdx/Rchg(17), StalkersG-Rchg/Hide%(17)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(19), RechRdx-I(19)
Level 10: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/Rchg(21)
Level 12: Placate -- RechRdx-I(A)
Level 14: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(27)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 20: Kuji-In Sha -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), S'fstPrt-ResDam/Def+(36)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), Zephyr-ResKB(33)
Level 24: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-%Dam(29), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 28: Caltrops -- Ragnrk-Knock%(A)
Level 30: Recall Friend -- Range-I(A)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
Level 35: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(37)
Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A), Zephyr-ResKB(40)
Level 41: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45), CoPers-Conf%(45)
Level 44: Shuriken -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Dmg/EndRdx/Rchg(46), Decim-Build%(48)
Level 47: Exploding Shuriken -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Targeting Drone -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50)
------------
Level 1: Assassination
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11)
------------
Set Bonus Totals:

  • 22.5% DamageBuff(Smashing)
  • 22.5% DamageBuff(Lethal)
  • 22.5% DamageBuff(Fire)
  • 22.5% DamageBuff(Cold)
  • 22.5% DamageBuff(Energy)
  • 22.5% DamageBuff(Negative)
  • 22.5% DamageBuff(Toxic)
  • 22.5% DamageBuff(Psionic)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.75% Defense(Melee)
  • 13% Defense(Ranged)
  • 3% Defense(AoE)
  • 4% Enhancement(Confused)
  • 6% Enhancement(Heal)
  • 88% Enhancement(Accuracy)
  • 91.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 94.87 HP (7.88%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 6.6%
  • 10% (0.17 End/sec) Recovery
  • 42% (2.11 HP/sec) Regeneration
  • 2.21% Resistance(Smashing)
  • 2.21% Resistance(Lethal)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed

If you have any questions, such as "Why would you DO that?!" feel free to ask.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Hey,

I took the liberty to play around with your build. The first build that i've made pretty much falls into your restrictions, with the difference that your level 30 power is Maneuvers and i phased out Focused Accuracy in favor of Assault, since you've said you want Damage as a primary parameter and also phasing out Divine Avalanche for Sting of the Wasp.

In short the differences in stats with your initial build:

Yours -> v2.0
Melee 50%+ -> 43.5% + 2.17% Softcapped
Ranged 37.4% + 2.17% Supressed Hide -> 45.4% + 2.17% Softcapped
AoE 27.4% + 2.17% -> 29.8% + 2.17%
Damage 22.5% -> 35.5%
Recharge 91.25% -> 87.5%
To Hit/Accuracy 6.4% + 108% -> 6% + 73%
End/s 2.01/s -> 2.3/s

I believe you gain more than you lose. Here's the build:

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Also, i went ahead of making a second build with the same Primary/Secondary and Epic Power Pools, but with different Common Pools.

Yours -> v3.0
Melee 50+% -> 44.4% + 2.17% Softcapped
Ranged 37.4% + 2.17% -> 46.3% + 2.17% Softcapped
AoE 27.4% + 2.17% -> 43.1% + 2.17% Softcapped
Damage 22.5% -> 16.5%
Recharge 91.25% -> 93.75% + 1 Force Feedback Proc
ToHit/Accuracy 6.4% + 108% -> 6% + 80%
End/s 2.01/s -> 2.43/s

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Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Not sure I want to lose Divine Avalanche, to be honest. I'd have picked a different primary if I didn't want Divine Avalanche. Like MA or Claws. Sting is okay, but with a recharge like this, when would I use it? The animation time of Soaring Dragon and Golden Dragonfly alone pretty much cover the recharge of Assassin's Blade at 5.2 seconds. Gambler's Cut, Flashing Steel, and Divine Avalanche are pretty much there to pick if I'm going all out offense on a single target, on multiple targets, or if I'm stacking Melee Defense for the third Assassin's Focus. It's nice to have the option of either when an EB or AV is looking mighty grumpy in melee range. Or you're stuck in a pack of enemies. I like to be versatile like that, static attack chains bore me. Also note the -Res proc in Gambler's Cut.

Also, there is one very important thing missing from your build: +12 Knockback Protection. Ninjitsu has none, so I'm improvising with Blessing of the Zephyr procs in anything that'll take one. The one in Kuji-In Retsu amuses me. The fighting pool, hmm, Weave is nice, but throwing a power pick away for Boxing sits a little wrong with me. I say with a semi-open power slot still.

I think I should explain my Stamina slotting, too. The Performance Shifter proc is used as, as far as I've been told, it is worth more on its own than a +EndMod IO in Stamina. So the End Recovery doesn't really show it, but it's stronger than it looks. The real number should be 3.05 end/s. But I need to figure out if I can use two in auto powers since I also have one in Physical Perfection. Also, I have a stupid trick in Caltrops. Chance for Knockdown. Yeah, it's a "cheap", if you can call anything with a Ragnarok in it cheap, version of Ice Patch. I figure any build needs a party trick, this one is that.

I do like your use of HOs, though, but the bonuses from LoTG are pretty nice. More HP and Regen is nice on a Defense based character. Assault was a really good call, though. I should have thought of that. With a bit of tweaking, I can make it +33% damage buff, with Assault running, of course. That's a pretty big improvement. Will need to make sure I don't over-toggle, but if my Endurance stunt pays off the way I think, it'll work. And if it's still too much, I got an Alpha slot to fill. Agility looks nice for this one. Of course, it means I get Tactics for an Adjusted Targeting mule, but, hey. Tactics has its uses in BAF and the Underground. It's strictly a team benefit power, though. It has little value when solo on a Nin/Nin.

Since it's not much different than the previous one, I'll just post the datachunk and datalink.

Click here to open this build in Mids' Hero Designer

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Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Well you can swap the HOs for the Def+Def/End LotG to keep the build in a budget. They pretty much have the same effect and only impact your end usage. I know 1 Shift proc is almost worth of an EndIO, but really...i prefer 2 EndIOs, since they're giving steady end not on a chance factor, almost the same end as 1 EndIO+Shift proc. So, i guess it's up to you whether or not you want the extra bit of end, chance based, or the steady end stream.

Why would you care for Divine Avalanche? You aren't doing anything in your ST chain besides swapping it for Sting. Mids depicts Sting as doing more damage with a faster animation, so i can't see where's the problem dumping DA when you are already defense capped in all 3 positions. Plus, it saves you the trouble of relying on an attack that needs to be refreshed every bit. It might not sound big, but maybe once in a million you will forget to refresh the buff and die. The only way DA would be good is when you are up against opponents who debuff your Defenses, but then again, any build relying on Defense would have the same problem.

Knockdown...yes i forgot that. you can put a zephyr on your CJ and be done with it!


Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Well, the build is what the Stalker will become at 50, but at 50, Incarnate stuff happens. By then 45% Defense is no longer enough to cap. So Divine Avalanche is my defense capper while I build up the rest, and then when she no longer needs it, the IDF comes a-knocking and reminding her that, yes, she needs it. It'll take a few level shifts to catch up. This is also why I'm building KB protection up to 12. 4 doesn't cut it in trials. Neither does 8, even if it's better. To face the trial AVs, it's 12 or bust. The Praetorians play hardball, I know from my Forcefield Defender that capped defense in the trials... isn't.

The big damage attack chain for NB is "AS, Soaring Dragon, Gambler's Cut, Golden Dragonfly, AS... repeat". Look up the Pylon results in the Scrapper forum for an example. 200+ DPS. By using DA instead of Gambler, I get to be harder to hit in defense debuff situations or when the enemy has ToHit buffs, at the expense of not going for the Achilles proc, but they do about the same damage. (Hmm, what if I moved Achilles to Soaring Dragon instead, then Gambler would almost be obsoleted, except then it gets Mako's chance to Lethal...) Using Flashing Steel instead lets me hit more enemies in a target rich area. It's a build-a-combo that I change depending on the situation. Also Flashing Steel is nice on fast moving teams, it's where Spring Attack comes to bear most, too.

I basically have more attacks than I will need at level 50 already. The two shuriken attacks have two roles. One is for flavor. The other is that Shuriken on auto is pretty much a full auto shuriken launcher. It recharges in a second. With chance for Build Up. I said any build needs a party trick, right? Here's another. If the enemy is far enough away, I should be able to throw another before the first hits.

The idea, basically, is to be ready for any situation. A distracted tough foe? Run the Gambler chain for maximum damage. Tough foe aggro? The Avalanche chain to increase survivability. A pack of minions? Steel chain to hurt more of them. Flying enemies? Full auto shurikens. Panic? Retsu! Sprinkle with an AoE confuse and caltrops for some soft control and you have a pretty decent Stalker in my book. Plus, she's a team player with Leadership.

That DA is situational, and I need to keep on it to keep it stacked? I see that as a good thing, actually. That it takes at least a bit of player skill to keep the build peaked is a plus in my book. Besides, I have to keep an eye on HP for proper Kuji-In Sha use, too.

In any case, I like that you're challenging me on parts of the build I thought finished. I might not agree, but it's good to have to justify it, make sure I didn't miss anything. Which I did, actually. Swapping the slots of Gambler's Cut and Soaring Dragon lets me use the Achilles proc in all chains, not just one. A small, but not insignificant improvement.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

I'm not sure i can agree with your need to get defenses higher than the softcap, when you are sacrificing ranged and AoE softcap for an overextended Melee Def. Both your builds come undone when it comes to the softcap, except the Melee Defense. I've done some iTrials myself and though i'll admit i might have less experience than you, i've never ran into a situation where i will have to "tank" or otherwise catch the AV's/EB's attention without actually being a tank, in order to warrant defenses higher than the softcap or mez protections other than what my classes or usual slotting provide. When push comes to shove, as you've said, pop a Clarion and move on.

And let's say that Incarnate content is indeed high end content, i doubt you will run incarnate content 8 straight hours a day. I'm sure you will do something else in which your softcap will kick in.
Just because DA is there, it doesn't mean that you absolutely have to pick it up. Not with /nin anyways. If you were running on /regen, i would cherish it like nothing else, but on /nin it's meh...:P


Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Yeah, I agree that the Ranged and AoE Defense are weaknesses when Hide is suppressed. But, I can fix that for 25 Inf. Maybe I need 50 Inf. Luck Overdose is the common way to beat the unbeatable, anyway. Been using that one for a long time. And, you know, killing the other guy faster than he kills me. That's why I favor Damage and Recharge.

So I chose to focus on one kind of Defense. Melee, because as a Stalker, I should either be hidden or beating up some guy in melee. Whatever gets through has to be able to deal more than half my HP in damage in 20 seconds to be a danger. And if that begins to happen, I got Retsu in reserve. Yes, it crashes, which is bad. I just have to end the fight in 180 seconds, or have blues ready to re-toggle when it does. So, if something is tough enough to survive 180 seconds or can do more than 50% of my HP in damage over 20 seconds, I lose. I'm willing to bet on that, though.

Hmm, if I did the math right, White Lie can solo an Archvillain with this build... That can't be right, can it?

The record for a NB Stalker is 291 DPS on a Rikti Pylon.

I'll be cautious and say 250, as the pylon result is in a controlled environment and not with my character. But I should be able to replicate the chain of AS, SD, GC, GD, AS. With Retsu up, End and Recharge is not an issue.

Math time!
250 damage for 180 seconds is 45,000 damage.
Paragon Wiki lists AV HP at level 50 at 28,271.7.
But it's not THAT simple, of course.
An AV recovers 5% of its HP every 15 seconds, which is 92.2 HP/s. So my actual DPS would be 155.76.

155.76 for 180 seconds is... 28036.98.
Not quite enough. I need 181 seconds to kill an AV at that power.

Heh, I never actually did the math for killing an AV with any of my characters before. It'd need to be one who doesn't resist Lethal, and without Defense Debuffs, and be even level, of course. Might be good if it did toxic or psionic damage, but the recharge slow on Psi would be deadly. Got any suggestions? Sounds like Sister Psyche would be a good one, if you know, Manticore wasn't a teamkiller.

It'd be one of those "because i can." things, but honestly, I've faced down worse odds. I really, really would need to be in the zone, and would have to face the AV without Retsu for 20-30 seconds first as a buffer. Kuji-In Rin would cause redraw, and it triggers every minute... Yeah, this won't be easy, but it's within the realm of possibility. And that's scary, I don't have anything else that strong. If I go all out with inspirations, I should win.

The theoretical DPS off Mids' is a staggering 344 for that combo, but I doubt I'll hit it.

I think I owe you a big thank you here Armath. Every time you've questioned the build, I've grown more adamant in defending it. Well, now I did the math. I am SO going to build this thing now. If I can take out an AV just by simply overpowering its regen, it'd be awesome. No tricks, no debuffs. Just a sword, a ninja, and some guts. Think it'll work? I think I have a shot...

Oh, and the DPS mentioned here? Does not use Build Up, and is pre-Incarnate.


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Then go for it! I always like supporting headstrong people...only to watch them fall ahahaha!


Freedom: @Negatron T-130
Currently on:
Aenisha - Titan Weapons/Energy Aura Scrapper Redside

--The fatal flaw in every plan is the assumption that you know more than your enemy.--

 

Posted

Quote:
Originally Posted by Armath View Post
Then go for it! I always like supporting headstrong people...only to watch them fall ahahaha!
I don't consider myself headstrong, and there's a fair chance I'll fail at taking on an AV with this build, but... It's not an impossible fight. And that's all I need.

I've taken on fights I shouldn't can come out standing in this game for a long time. I never really have the "good" builds, nor do I like farming. But if I can actually make a Stalker that can do this, I'll have to try. The worst that can happen is I spend a few billion inf on a build that's still pretty good. And making inf is easy enough on the market. That was my previous big goal in the game.

Well, the math seems to work, if I understood the mechanics right. I'm reminded of a Superman comic, though. As the big blue explained, the trick to beating him is not finding a way to harm him. That's the easy part. The trick is to be able to harm him and not get taken down by him while you do it. I'll need to pick my AV very carefully, I won't be able to beat them all, I think...


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"

 

Posted

Well, after some more tweaking, and a little help via PM, I think I managed to get something more out of it. More Ranged Defense is good, albeit at the cost of some recharge.

The amount of purples have increased, too. This one isn't going to be cheap. So, I'll keep this as a wishlist build. Do note the Damage Bonus, though.

Also, looking to the future, it's fairly obvious what Alpha slot to get: Agility. That caps out Ranged Defense at 45.5%. A shame about AoE Defense, but I had to sacrifice something. In any case, here's an expensive build that improves on the previous one:

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

Click this DataLink to open the build!

White Lie: Level 50 Natural Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Weapon Mastery

Villain Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-%Dam(11), Oblit-Acc/Rchg(23)
Level 4: Super Jump -- Zephyr-ResKB(A)
Level 6: Assassin's Blade -- StalkersG-Acc/Dmg(A), StalkersG-Dmg/Rchg(13), StalkersG-Acc/Dmg/Rchg(15), StalkersG-Dmg/EndRdx/Rchg(15), StalkersG-Acc/Dmg/EndRdx/Rchg(17), StalkersG-Rchg/Hide%(17)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(19), RechRdx-I(19)
Level 10: Ninja Reflexes -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def/Rchg(21)
Level 12: Placate -- RechRdx-I(A)
Level 14: Danger Sense -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(27)
Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Kuji-In Sha -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), S'fstPrt-ResDam/Def+(36)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(33), Zephyr-Travel/EndRdx(50)
Level 24: Spring Attack -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(27), Oblit-%Dam(29), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 28: Caltrops -- Ragnrk-Knock%(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
Level 35: Physical Perfection -- Numna-Regen/Rcvry+(A), P'Shift-End%(37)
Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A), Zephyr-ResKB(40)
Level 41: Blinding Powder -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45), CoPers-Conf%(45)
Level 44: Shuriken -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(48)
Level 47: Exploding Shuriken -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Maneuvers -- EndRdx-I(A)
------------
Level 1: Assassination
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11)
------------
Set Bonus Totals:

  • 30% DamageBuff(Smashing)
  • 30% DamageBuff(Lethal)
  • 30% DamageBuff(Fire)
  • 30% DamageBuff(Cold)
  • 30% DamageBuff(Energy)
  • 30% DamageBuff(Negative)
  • 30% DamageBuff(Toxic)
  • 30% DamageBuff(Psionic)
  • 11.13% Defense(Smashing)
  • 11.13% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.88% Defense(Energy)
  • 9.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.5% Defense(Melee)
  • 16.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 67% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 6% Enhancement(Heal)
  • 91.25% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 140.1 HP (11.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 12.65%
  • MezResist(Immobilize) 9.35%
  • MezResist(Stun) 6.6%
  • 8% (0.13 End/sec) Recovery
  • 48% (2.41 HP/sec) Regeneration
  • 2.21% Resistance(Smashing)
  • 2.21% Resistance(Lethal)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 5% RunSpeed


Aegis Rose, Forcefield/Energy Defender - Freedom
"Bubble up for safety!"