Redlynne

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  1. Thanks to Supernumiphone's replies (above and below), the build which had been in this post has been rendered ... Not Optimal ... hence why I'm removing it for repost below, adjusted (again!) to incorporate the latest feedback and discoveries.
  2. Quote:
    Originally Posted by PsychicKitty View Post
    I like your build...=^_^=
    Thank you.

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

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

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

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

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

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

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

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

    Quote:
    Originally Posted by Errant View Post
    Changed Energize slotting to 2 Heal/Rech, and 2 Heal/EndRed/Rech from both Numi and Miracle, then a Heal/End from either set.
    Except that I'm using the 2- and 3-slot HP global set bonus on both Numina sets so as to supercharge my regeneration rate to over 30+ HP per second ... which on a DEFensively softcapped character does all kinds of wonderful things for making you hard to faceplant.
  3. Quote:
    Originally Posted by Test_Rat View Post
    An exemplar aimed build without purples is sad.
    I'm also not a member of the Crazy 88s (although I did get to tour their base once). I also don't assume that everyone who plays this game is Filthy Stinkin' Rich and can buy purples as if they were candy.

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

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

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

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

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

    Hmmm ... decisions, decisions ...

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

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

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

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

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

    No thanks.

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

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

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

    I think I can live with that.

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

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

    Furthermore, you are only granted the Powers which are your Exemplar Level +5 ... so your notion that you can still access the Set Bonus of IOs slotted into a Level 49 Power when Exemplar down to Level 20 is flat out *WRONG* on two counts(!). Either that, or you meant something completely other than what you actually wrote.
  5. Options pulldown menu.
    Select Configuration.
    Effects & Maths Tab.
    On the right hand side, in the list of checkboxes, check Attacked on.

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

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

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



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

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

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



    ==========



    Villain Plan by Mids' Villain Designer 1.952

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

    Villain Profile:

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

    Level 1: Assassination

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

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

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

    Set Bonuses:

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

    Code:
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  7. Wrong forum. Tankers are one forum choice down from here.

    Stalkers have Kinetic Melee/Energy Aura ... not the reverse.
  8. That's why I'm asking ... but no one seems to know (or care) ...
  9. I tried using the spreadsheet to sign up, but it wouldn't work for me. Sent a reply email though in response to the announcement.
  10. Quote:
    Originally Posted by Dark_Respite View Post
    Tell them if they don't fix it, I'll come down there and do it myself.

    Michelle
    aka
    Samuraiko/Dark_Respite
    I get the feeling that Michelle is using the word "fix" in the Veterinary sense ...
  11. Quote:
    Originally Posted by Negative_Man View Post
    What is the consensus on Grant Invis for Ninja/Time? Good? Helpful? Too much trouble?
    More of a question of "can you afford it" than anything else. The endurance cost is *steep* for a Mastermind ... at over 90 END (unreduced) to cover all 6 pets ... for 120 seconds. Your best slotting for it, as a MM is going to be a pair of common 50 IOs for Endurance Reduction. The annoying thing is that it's still single target, rather than being a Target AoE buff of stealth radius, so it'll take a good 15 seconds or so to stop and apply it to all 6 pets.

    It's useful for being able to "sneak in" with all your pets ready for a massive alpha strike, or being able to stealth past content with your pets in tow. The defense buff you get from it though won't keep your pets alive (although every little bit helps). It *is* a lot of hassle to maintain though.
  12. Okay, that would probably mean that the Energy Manipulator Proc "wouldn't be worth the slot" in Energy Drain. Anyone else?
  13. The Energy Manipulator Proc ... 10% chance to Mag 2 Stun (on Critters) for 8 seconds ... how does this behave in various (ie. all) Endurance Modification Set accepting powers?

    I know that for the Self Only powers like Stamina that this Proc has "no effect" so as to not Stun Self with it. But what about powers like a Warshade's Stygian Circle ... or Energy Armor's Energy Drain? I figure that Stygian Circle is keyed only to Defeated Foes within the AoE, for which a Stun is irrelevant, but does the Proc have a chance to Proc against UNdefeated Foes within the PBAoE too? Does putting it into Energy Drain yield a "poor man's" PBAoE (chance to) Stun attack? Does the Stun Proc work in Pseudopets, which would be relevant to Electrical Powersets, and some Energy Powers?

    Who knows more about the Energy Manipulator Proc ... beyond the "it's worthless, never use it" conventional wisdom?
  14. Energy Manipulator (Proc): 10% chance to Stun (Mag 2) on Critters
    Performance Shifter (Proc): 20% chance for +10% Endurance

    When these Procs are slotted into */EA's Energy Drain ... how do these Procs operate?
    • Does the Energy Manipulator Proc have a chance to Stun every Foe within the 12 ft PBAoE radius?
    • Does the Proc operate on a "check once, apply to all" basis? Or is it a "check each, apply individually" kind of behavior?
    • Does Performance Shifter's Proc make a single roll for chance to Proc when the power is activated, or does it make a roll against each Foe within the PBAoE radius?
    • Is the Endurance gained applied to the Player using Energy Drain, or is it applied to the Foes being (auto)hit by the power? Or is the Proc applied to *both* the Player and the (affected) Foes?
    I'm particularly interested in the specific behavior(s) of the Energy Manipulator Proc in Energy Drain, because I'm working on a KM/EA Stalker build that is very Proc heavy for Stuns and Knockdowns, over and above (and in addition to) the native Stuns and Knockdowns found within the Kinetic Melee attack powers themselves. The build is very much lending itself to a "melee controller" sort of flavoring with the mix of powers and slotting that I'm pulling together that practically screams "Juggler" when looking at the completed result. But before I commit to my latest build revision as a plan of action, I'd like to know if anyone has any experience with putting either (or both) of these two Proc IOs into Energy Drain.
  15. Quote:
    Originally Posted by Alkirin View Post
    Update on my build! I dropped Bile Spray.

    It's odd. Back in the day, I talked up BS alot because, yes, it's just that awesome. Lovely range, nice wide cone, amazing damage and a beautiful synergy with Venom Grenade. This recharge build poses a serious conundrum, though. I love Bile Spray, don't get me wrong. But I saw myself using it less and less when the other 4 attacks were cycling as fast as they were. Even worse, BS comes at the expense of another power that I don't even use. So the question becomes whether or not it's really worth it. In my case, no. Bile Spray is good, but it's not that good. I'm still debating what to replace them with. I might consider taking tough/weave to top over defense, which is the low point in this build I think.


    That's one of the things that I just really love about my build strategy and going high +recharge on a Huntsman. Exemplar/Malefactor to Levels 25+ and you're really just burning through WAWG, Venom Grenade, Frag Grenade, Heavy Burst ... wash, rinse, repeat. Sometimes I toss in a Burst attack at the end of the chain, simply because I've got time to do so ... but then everything's recharged and it's time to unleash Round Two. The Huntsman powers just animate and recharge so FAST with this build that there's hardly any downtime and you're just MOWING through everything that shows itself in front of you. So yeah ... I can see how dropping Bile Spray as being "unnecessary" for cycling your powers could be considered on balance when it comes to gameplay (as opposed to spreadsheet analysis) advantageous.

    Thanks for sharing the benefits of your experience(s) with the rest of us.
  16. Note to self: Holograms do not make a good soapbox.
  17. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    I just wanted to say that this is one of the best build discussions I've seen here.
  18. Quote:
    Originally Posted by Alkirin View Post
    My MIDS-fu is a bit off so I am unsure how to adjust the enhancement levels.
    You know how in Mids' you click to get the Enhancement Window, and down in the bottom right it shows you what level you're slotting? While you have that up, type a different two digit number on your keyboard and see what happens.
  19. Actually, I wasn't even thinking in terms of doing random rolls. I've never once yet used the random rolls feature to obtain things. I'm talking about direct buying of what you want/need using Merits rather than INF.
  20. Quote:
    Originally Posted by Alkirin View Post
    I have to say, though, that 200-300m is a very conservative estimate for much of this. The low-level procs alone are going to run over that, assuming it's only the LOTGs that you're spending merits on.
    If you're ONLY buying the recipes off the market, you'd be right. Thankfully there's the option of using Reward Merits and/or Alignment Merits to get a great many of the "you've got to be kidding me!" expensive items relatively cheaply with just a little bit of effort.
  21. Quote:
    Originally Posted by EvilRyu View Post
    The idea is good but it does not address the resistance vs defense issue we have. It still favors defense sets.
    Ye canna change the Lawz'a Physics
    Lawz'a Physics
    Lawz'a Physics
    I canna change the Lawz'a Physics
    Lawz'a Physics, Jim!
  22. Quote:
    Originally Posted by Lazarillo View Post
    This was specifically stated to be the case for Solar Flare, at the very least.
    This is where we come out and state, quite simply ... THE DEV IS *WRONG*!!!
  23. Quote:
    Originally Posted by mercykilling View Post
    I hope that pics can be posted of these bases here as well? Pleeeease?
    They can ... but right now we're not, simply so we don't "give away" what we're doing so our "competitors" can SEE what we've been up to (and what they're up against). Once the judging starts and everything, THEN we'll be able to post screenshots.

    This is one of the major reasons why I kicked off the whole "I'm Done!" format that everyone else has been using since. It gives everyone a numbers sense of what has been done, without giving away visually what has been accomplished in everyone's respective entries. It also keeps this thread "alive" with posts as people finish, while also reminding everyone that this is a contest that people are participating in.
  24. Prior to this thread, I too have called for Hide to be made an Inherent Power of the Stalker AT, so as to free up a power slot. Along the same lines, I would even go so far as to say that Assassination (the current Inherent) should be reconfigured so as to replace Assassination Strike as well ... which would free up 1 power slot in both the Primary and the Secondary of every Stalker Powerset.

    All of the current "assassination" info about dealing double damage from Hidden and so on would be moved into the (new) Inherent Hide gained at Level 1.

    All of the Assassin Strike attacks would be transferred into the (new) Assassin Strike Inherent (dependent on Primary) that would be gained at Level 6.



    Now ... above and beyond that (pair of) change(s) ... there is something that I would love to see done universally to all Stalkers.



    Change Stalker Criticals



    Right now, Critical Hits from Stalkers, either when delivered from Hide or when scrapping it out in normal combat simply deliver DOUBLE DAMAGE (with a couple exceptions, which still need explaining). This is, broadly speaking, identical to Scrapper Performance as far as this goes. The only real difference is the "100% chance to Crit" from Hide that sets Stalkers apart from Scrappers in this area.

    What if ... instead ... Critical Hits when NOT Hidden operated as "free" Placate of affected $Target(s) and regain Hide effect ... which then turned your next attack after an unHidden Crit into a (100% chance to) Critical Hit From Hide for double damage?

    Essentially, Stalkers would "flicker" in and out of Hidden status while in combat ... and be dealing *all* of their double damage effects while Hidden, because Stalkers would be able to "vanish" during regular combat when they "Crit" while NOT Hidden.

    Over an infinite time span, the difference between the system we've got now, and what I'm proposing would be no dramatically meaningful gain or loss of DPS (or even DPA, really) when averaged out over infinite time. However, within finite time spans, especially of 20 seconds or less ... there would be a rather marked performance (and gameplay!) differential away from what we've already got on the Live Servers. Stalkers would essentially turn into "freestyle combo builders" for delivering double damage.

    When Hidden:
    Primary Attack(s) automatically Critical for Double Damage.

    When NOT Hidden:
    Primary Attack(s) that Critical immediately Placate $Target(s) affected by your attack (for 4 seconds?) and restore Hidden status ... granting your NEXT attack an automatic Critical for Double Damage (see "when Hidden" above).

    For my game mechanical design of gameplaying challenges, this seems like a far more interesting way to achieve the necessary "Uniqueness" that the Stalker AT is currently lacking. You wouldn't even need to change the current game mechanic of Stalkers having a 10% Crit +3% Crit per Teammate within 30 ft that the AT already has. The whole point of this change is to better leverage the existing Hide Mechanics so as to bolster the unique playstyle that the Stalker should have and encourage. Stalkers would *flicker* in and out of Hidden status somewhat constantly while in combat, and attentive players (who aren't just button mashing) would be able to take advantage of that to achieve better results ... ie. Player Skill is Rewarded.

    The beauty of it is that this change wouldn't even be "that difficult" to implement. All the necessary parts and pieces of Game Engine Tech already exist within the game. It's just a matter of someone like Second Measure "liking the idea" and deciding to put it on the schedule for someone like Synapse or Black Scorpion or Arbiter Hawk to implement.
  25. Quote:
    Originally Posted by Ukaserex View Post
    A little off topic, but why did you pick a level 31 instead of 30 or 35?

    I can see, on the procs, in most cases, the lower the better. But the quad?
    28 + 3 = 31

    Moonfire TF has an upper bound limit of Level 28.
    There's also an entire batch of Flashback Arcs with an upper bound limit of Level 29.
    And of course the Citadel TF is Level 30.

    I picked Level 31 so as to make sure that the Set Bonus(es) applied while running Moonfire (ie. anything Level 28+).