StJ/Nin with purples?
Glad you asked!
First of all Stalker's Guile should always be put in AS without question. Slot the whole set and never look back. Because of PPM mechanics and AS's base recharge the hide will proc EVERY time you use it. Well, in reality it becomes every other use when your recharge is high enough due to the way the Stalker's Guile status works. The key is hitting CU as a follow up for the devastating crit. AS (with proc) --> CU is the reason StJ is such a truck.
It does suck up endurance though which is why a few things are essential. Take Body Mastery and three slot Stamina, Superior Conditioning, and Physical Perfection with three P'Shifters (+End, End, End/Acc). You may also want to throw a single common end io in CU and SS since purple sets skimp on that attribute and those two attacks are very expensive.
Consider the following build. In addition to great recharge, regen, +health, acc, etc. it is also completely endurance neutral - quite a feat for StJ. Try wailing on a training dummy without pause in RWZ. You'll never run out of gas. It's a thing of beauty.
In fact you won't really need inspirations period. The StJ/Nin stalker is simply that self sufficient. I regularly solo pylons at around 1min50sec (no pets, temps, or destiny) without using a single one.
I personally don't take SC because with enough recharge CU or SS will always be up to finish the combo. SC does roughly the same damage as SS but to far fewer targets. It costs a lot less but with the stamina slotting I mentioned it won't matter.
PS - when the new ATO set comes plan to put the whole thing in Shin Breaker, replacing GS. You'll get much better bonuses and a somewhat handy proc.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Grim Saint: Level 50 Natural Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Heavy Blow
- (A) Touch of Death - Accuracy/Damage/Endurance
- (3) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (5) Touch of Death - Damage/Endurance/Recharge
- (5) Touch of Death - Damage/Recharge
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Karma - Knockback Protection
- (A) Luck of the Gambler - Defense/Endurance
- (7) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Superior Stalker's Guile - Accuracy/Damage
- (13) Superior Stalker's Guile - Damage/Recharge
- (15) Superior Stalker's Guile - Accuracy/Damage/Recharge
- (15) Superior Stalker's Guile - Damage/Endurance/Recharge
- (17) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
- (17) Superior Stalker's Guile - Recharge/Chance to Hide
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Empty
- (A) Recharge Reduction IO
- (A) Ragnarok - Damage
- (23) Ragnarok - Damage/Recharge
- (25) Ragnarok - Accuracy/Damage/Recharge
- (25) Ragnarok - Accuracy/Recharge
- (27) Ragnarok - Damage/Endurance
- (27) Endurance Reduction IO
- (A) Panacea - Heal/Endurance
- (29) Panacea - Endurance/Recharge
- (29) Panacea - Hea/Recharge
- (31) Panacea - Heal/Endurance/Recharge
- (31) Panacea - Heal
- (31) Gladiator's Armor - TP Protection +3% Def (All)
- (A) HamiO:Ribosome Exposure
- (33) HamiO:Ribosome Exposure
- (33) HamiO:Ribosome Exposure
- (34) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gladiator's Strike - Accuracy/Damage
- (36) Gladiator's Strike - Damage/Recharge
- (37) Gladiator's Strike - Damage/Endurance/Recharge
- (37) Gladiator's Strike - Accuracy/Damage/End/Rech
- (37) Gladiator's Strike - Accuracy/Endurance/Recharge
- (39) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Endurance/Recharge
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Recharge Speed
- (A) Ragnarok - Chance for Knockdown
- (A) Endurance Reduction IO
- (40) Hecatomb - Damage/Recharge
- (40) Hecatomb - Accuracy/Damage/Recharge
- (40) Hecatomb - Accuracy/Recharge
- (42) Hecatomb - Damage/Endurance
- (42) Hecatomb - Chance of Damage(Negative)
- (A) Performance Shifter - Chance for +End
- (42) Performance Shifter - EndMod
- (43) Performance Shifter - EndMod/Accuracy
- (A) Endurance Reduction IO
- (A) Performance Shifter - Chance for +End
- (43) Performance Shifter - EndMod
- (43) Performance Shifter - EndMod/Accuracy
- (A) Coercive Persuasion - Confused
- (45) Coercive Persuasion - Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Confused/Recharge
- (45) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (46) Coercive Persuasion - Contagious Confusion
- (A) Karma - Knockback Protection
- (A) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) HamiO:Microfilament Exposure
- (A) Healing IO
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - Heal
- (46) Miracle - +Recovery
- (48) Numina's Convalescence - Heal
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 4: Ninja Run
Level 0: Marshal
Level 0: Invader
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 50: Musculature Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Radial Embodiment
------------
The Grim Saint - Virtueverse [1323 Badges]
Amazing to get such a quick reply! I really appreciate. Can I ask, is vengeance absolutely necessary for instance? Or Flight? Are any of the powers in this build set mules? Any misc. tips for it?
Amazing to get such a quick reply! I really appreciate. Can I ask, is vengeance absolutely necessary for instance? Or Flight? Are any of the powers in this build set mules? Any misc. tips for it? |
I took vengeance because it's useful on leagues and can be slotted with a number of useful IOs. Kuji-In Retsu does too so you can take that instead if you prefer. I find it to be largely useless since you'll be sitting at around 51% positional defense. It will boost your DDR for a little while, sure, but you have to deal with the crash.
One thing you definitely want to do is slot enough KB protect since KB is the only thing your mez shield won't protect you from. 4 will cover most basic KB from minions but for complete protection go for 12 (anything in between is useless). Lots of people take Acrobatics for this but honestly the last thing you need is another toggle. 3 Zephyrs and/or Karmas are the way to go. Slot 'em and never think about it again.
Blinding Powder can be considered a mule since you'll rarely use it. It can occasionally be handy for causing a little chaos in a large mob before striking since it doesn't break stealth, but mainly it's for slotting a cheap purple set whose bonuses are ALL useful to a stalker - a 5% ranged defense boost most notably.
Just a random note on incarnates: you should always play to your strength, which in our case is damage. Musculature Core, Reactive Radial, Assault Radial... these are what you should be going for. For Lore go with whatever fits thematically, preferably on the Core branch. Destiny I'd go Rebirth Radial and Judgement is personal preference.
The Grim Saint - Virtueverse [1323 Badges]
This has been super helpful! Can I also ask what your thoughts are on Hasten?
This has been super helpful! Can I also ask what your thoughts are on Hasten?
|
The trick with developing a chain is balancing the Street Justice combo system with the AS combo system in a way that takes advantage of both while still using AS and CU as often as they're available. The chain I use wouldn't benefit from Hasten so I don't use it.
Keep in mind that if your chain is dependent on Hasten you're probably looking to make it perma which requires at least 110% recharge. The above build will have 95% after the new ATO set is released. It's close, but would require some sacrifice elsewhere to achieve.
The Grim Saint - Virtueverse [1323 Badges]
So in away from the Game but will be back in a few days. If te GS is going to be replaced by the second ATO soon, how soon is that? Should I even bother spending the money to get that? Or is there something cheaper I could use as a stand in until ATO 2? How vital is it?
I opted for GS because the bonuses are slightly better than other comparable options and PvP sets aren't subject to exemping rules, same as purples. Mako's Bite and Crushing Impact are good cheap options.
The other way to go would be proc crazy, which is popular with Pylon soloers. You could do:
-2 Nucleolus Exposure
-1 Common Damage IO
-Achilles Heel proc
-Mako's Bite proc
-Gladiator's Strike proc
This scheme can apply to most other attacks as well. Your overall DPS will be higher but you lose out on bonuses that help your survivability. The attack also won't have the benefit from recharge and endurance boosts but that may not matter depending on your chain. It's up to you.
I expect that new set to be out within the next three weeks, possibly as early as Tuesday, so you can also easily wait.
The Grim Saint - Virtueverse [1323 Badges]
So the character this build is for is conceptually a speedster. Much as I don't want to, could I drop Flight and Vengeance in favor of Hasten and then Super Speed? Where should I slot that Karma if I do that? Should I put any slots in either Hasten or Super Speed as a result? I have a number of enhancement booster things, so I could put a recharge reduction invention boosted to +5, might that bridge the gap for permanent hasten or help at all?
Also, can HamiOs be converted via enhancement converters?
I'd think just dropping fly for super speed would be sufficient.
If you drop Veng, then you lose a spot for that kb IO. KB sucks on a melee toon.
Quick thought on Hasten.
I tried it on my build but finally dropped it. It was a bit helpful but once your recharge is high enough that you're using the assassin's strike more than once every 10 seconds even without Hasten then it looses some of it's charm.
Also I prefer Kuji-in Rin as the auto power and dislike juggling longer recharge clickies like that, but that's more personal playstyle of course.
Could I get some help on how to build my stalker when I hit 50? I just want what everyone ones, to deal a lot of damage, not worry about endurance and hopefully avoid dying if possible to get all three. Could I get some help with that as far as IOs and slotting goes? I can afford purples.
I'm curious if/where I can use Stalker's Guile in the best way possible, and where/what I have that can help me maintain the endurance to keep up my attack. Any and all assistance is appreciated!
Some of my smaller questions: What mastery should I be taking? What powers should I avoid like the plague in either set? What would be my ideal attack chain? What should I look for in Incarnate abilities?
Thank you so much for your help!