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m (Hiding and Criticals: Minor clarification about losing Hidden when taking falling damage (i.e. not))
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== Overview ==
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{{TOCleft}}
{{TOCright}}
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{{Infobox_AT
[[Image:v_archetypeicon_stalker.png|left]]
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|image=[[File:v_archetypeicon_stalker.png]]
Skill can divert clumsy raw power, and precisely applied force can solve many problems. As a '''Stalker''', this is the core of your specialty. You do your best work when attacking from ambush, and can even hide in plain sight to escape foes. Deadly attacks and good defenses make you a dangerous combatant and assassin, but you can be overwhelmed if you're not careful.
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|pri=Melee
 +
|sec=Defense
 +
|inherent=[[Inherent Powers#Assassination|Assassination]]
 +
|hp_base=1204.8
 +
|hp_max=2088.3
 +
|pri_sets=12
 +
|sec_sets=8
 +
|anc_sets=8
 +
|dam_melee=1.000
 +
|dam_range=0.600
 +
|buff_def_melee=0.075
 +
|buff_dam_melee=0.100
 +
|buff_hpmax_melee=0.100
 +
|buff_tohit_melee=0.100
 +
|debuff_def_melee=0.075
 +
|debuff_dam_melee=0.075
 +
|debuff_tohit_melee=0.075
 +
|endmod_melee=1.000
 +
|fear_melee=1.490
 +
|heal_melee=96.381
 +
|healself_melee=120.476
 +
|immob_melee=0.800
 +
|kb_melee=2.077
 +
|res_melee=0.075
 +
|sleep_melee=0.800
 +
|slow_melee=0.800
 +
|stun_melee=0.800
 +
|taunt_melee=2.050
 +
|threat_melee=2.0
 +
|buff_def_range=0.065
 +
|buff_dam_range=0.070
 +
|buff_hpmax_range=0.100
 +
|buff_tohit_range=0.070
 +
|debuff_def_range=0.070
 +
|debuff_dam_range=0.070
 +
|debuff_tohit_range=0.070
 +
|endmod_range=1.000
 +
|fear_range=1.000
 +
|heal_range=96.381
 +
|immob_range=0.800
 +
|kb_range=2.077
 +
|res_range=0.065
 +
|sleep_range=1.192
 +
|slow_range=0.800
 +
|stun_range=1.192
 +
|taunt_range=2.050
 +
|threat_range=2.0
 +
|dam_res_max=75%
 +
|dam_res_min=-300%
 +
|stat_res_max=10,001.01%
 +
|stat_res_min=-300%
 +
|stat_prot_max=N/A
 +
|stat_prot_min=N/A
 +
|dam_max=500%
 +
|dam_min=10%
 +
|def_max=200.38%
 +
|def_min=-100%
 +
|tohit_max=200.35%
 +
|tohit_min=-100%
 +
|rech_max=400%
 +
|rech_min=-75%
 +
|regen_max=3000%
 +
|regen_min=0%
 +
|recov_max=500%
 +
|recov_min=0%
 +
|stealth_max_pve=300 ft
 +
|stealth_min_pve=-180 ft
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|stealth_max_pvp=1143.0 ft
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|stealth_min_pvp=-180 ft
 +
|percep_max=1153 ft
 +
|percep_min=0 ft
 +
|rng_max=500%
 +
|rng_min=25%
 +
}}
 +
{{clr|left}}
  
Faction: '''Villain'''
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== Overview ==
 +
Skill can divert clumsy raw power, and precisely applied force can solve many problems. As a '''Stalker''', this is the core of your specialty. You do your best work when attacking from ambush, and can even hide in plain sight to escape foes. Deadly attacks and good defenses make you a dangerous combatant and assassin, but you can be overwhelmed if you're not careful.
  
 
The Stalker's power sets are:
 
The Stalker's power sets are:
  
'''Primary''': Melee<br>
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'''Primary''': Melee<br />
 
'''Secondary''': Defense
 
'''Secondary''': Defense
  
The Stalker has Low Hit Points and High Damage.
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{{ATStats|survive=7|melee=10|ranged=2|control=4|support=2|pets=2}}
  
 
== Power Sets ==
 
== Power Sets ==
 
 
=== Primary Power Sets ===
 
=== Primary Power Sets ===
 
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*A Stalker's primary power sets are designed for stealth and melee. They are:
A Stalker's primary power sets are designed for melee. They are:
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<ul style="width:50%">{{Category Listing|Stalker Primary}}</ul>
 
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{{PMarket Purchase|km}}
* [[Claws]]
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{{PMarket Purchase|sf}}
* [[Dark Melee]]
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{{PMarket Purchase|stj}}
* [[Energy Melee]]
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* [[Martial Arts]]
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* [[Ninja Blade]]
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* [[Spines]]
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=== Secondary Power Sets ===
 
=== Secondary Power Sets ===
 +
*A Stalker's secondary power sets are designed for stealth and defense. They are:
 +
<ul style="width:50%">{{Category Listing|Stalker Secondary}}</ul>
 +
{{PMarket Purchase|bio}}
  
A Stalker's secondary power sets are designed for defense.  They are:
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=== Ancillary Power Pools ===
 
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* [[Blaze Mastery]]
* [[Dark Armor]]
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* [[Body Mastery#Stalker|Body Mastery]]
* [[Energy Aura]]
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* [[Darkness Mastery]]
* [[Ninjitsu]]
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* [[Weapon Mastery#Stalker|Weapon Mastery]]
* [[Regeneration]]
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* [[Super Reflexes]]
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=== Patron Power Pools ===
 
=== Patron Power Pools ===
 
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* [[Leviathan Mastery#Scrapper / Stalker|Leviathan Mastery]]
* [[Leviathan Mastery]]
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* [[Mace Mastery#Scrapper / Stalker|Mace Mastery]]
* [[Mace Mastery]]
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* [[Mu Mastery#Scrapper / Stalker|Mu Mastery]]
* [[Mu Mastery]]
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* [[Soul Mastery#Scrapper / Stalker|Soul Mastery]]
* [[Soul Mastery]]
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<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
  
 
=== Inherent Power ===
 
=== Inherent Power ===
 
 
* [[Inherent Powers#Assassination|Assassination]]
 
* [[Inherent Powers#Assassination|Assassination]]
  
== Hiding and Criticals ==
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== Stalker Inherents ==
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=== Criticals ===
 +
Stalkers cause a great deal of additional damage through critical hits. The exact chances of a critical vary greatly with the situation and the power used. Stalker criticals do double damage except in one case which we'll get to in a moment.
  
Being Hidden and being invisible due to stealth are two different things, despite the name and the fact that both results often come from the same power. The Hidden status means that the Stalker is poised to deliver stronger or more reliable critical hits. It has nothing to do with being harder to see.
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Most Stalker single-target attacks automatically critical against any target if the Stalker is ''Hidden''. If the Stalker isn't Hidden and he's attacking a [[PvE]] enemy, his chance of critting is 10% + 3% per teammate within 30'. In [[PvP]], most un-Hidden Stalker single-target attacks can only crit if the target is [[Hold|Held]] or [[Sleep|Slept]], and do so 20% of the time, but a few get criticals 10%-15% of the time regardless of whether the target is mezzed.
  
Stalkers have two ways to become Hidden. The ''Hide'' power continually grants Hidden status (as well as other benefits), though that status suppresses for ten seconds each time the Stalker uses an attack power, suffers damage from an enemy (falling doesn't count), or clicks a mission object. The ''Placate'' power grants non-suppressable Hidden status for a fixed period of ten seconds.
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Stalker [[AoE]] attacks work similarly, though the crit chances for Hidden AoEs and for un-Hidden PvP AoEs are half the typical single-target chances. Un-Hidden PvE AoEs use the full 10% + 3%/teammate formula without halving. Crits are checked separately for each target hit.
  
Most Stalker single-target attacks automatically do double damage if the Stalker is Hidden and have a 20% chance of doing double damage if the Stalker is ''not'' Hidden and the target is Held or Slept. Stalker area-effect attacks crit half as often (sometimes less), typically with only a 50% chance when the Stalker is Hidden and a 10% chance versus Held/Slept enemies. Crits for AoE attacks are checked separately for each target. A few Stalker attacks can critical when not Hidden against any target, not just Held/Slept ones, though the chance is always lower.
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=== Assassin's Strike ===
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A Stalker's [[Assassin's Strike]] stands out from his other attacks. If the Stalker is Hidden, this attack becomes extremely potent. First of all, if it misses, the Stalker stays Hidden. If it hits, it crits automatically, for almost triple normal damage instead of double. If the target is another player, this bonus damage ignores his resistances. Whether the target survives or is defeated, all nearby non-player enemies (which may include the target itself!) are ''Demoralized'' and suffer a small but irresistable ToHit penalty, and occasionally [[Fear]] as well, for eight seconds. If the Stalker isn't Hidden, Assassin's Strike removes the wind-up animation allowing it to attack faster, deals Superior damage, and will not deal critical damage in PvE or PvP, unless Assassin's Focus is in effect.
  
A Stalker's special Assassin Strike attack criticals only from Hidden status, but does so for ''seven times'' normal damage. In PvP, 6/7ths of that damage ignores the target's damage Resistances.
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=== Assassin's Focus ===
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[[Assassin's Focus]] has a chance to be generated from any attack from the Stalker's primary power set except for Assassin's Strike.  One stack of Assassin's Focus lasts for 10 seconds, and gives Assassin's Strike 33.3% chance to do normal critical damage. Up to three stacks of Assassin's Focus can be held at any time, allowing Assassin's Strike a 99.9% chance to do critical damage out of Hide. This, combined with Assassin's Strike out of Hide, allows the Stalker to mix his style of play at any time, be it to defeat enemies from out of sight, or to stand their ground and take down the enemy using extreme damaging attacks.
  
== Strategies ==
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=== Hiding ===
 +
Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren't directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him.
  
'''Hidden''': This, and the extra Defense and Stealth it provides, is suppressed when you attack (including Placate), or when you are *damaged* by an enemy. A lucky (or [[Inspirations|Lucky]]) Stalker can perform their Assassination strike while the victim is shooting at them.
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Stalkers have two ways to become Hidden. The [[Hide]] power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin's Strikes), suffers damage from an enemy (falling doesn't count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds.
  
For most of your attacks, if you hit while hidden, you'll score a Critical Hit for double damage. You might start with the slower, higher-damage attack to take advantage of this. Your Assassination power, when attacking from Hidden, will do perhaps ten times the base damage in an Assassin Strike. No matter what power pool you were thinking of at Threat Level 6, take your Assassination power; it'll make 8 come much quicker. =)
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=== Placate ===
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[[Placate]] is as it sounds - an enemy who is placated cannot attack the Stalker which placated it for a set period of time (and loses interest in the Stalker as well) unless the Stalker decides to follow up with attacks which will immediately break Placate. It can be used to escape from foes who prove a challenge, allowing the Stalker to regroup or flee, or to take advantage of the fact that Placate will place the Stalker in Hide, allowing him to immediately follow up with a triple-damage Assassin's Strike or other attacks for double-damage if it is not available.
  
Combine Build Up (Focus Chi, ...) with your Assassination power to take out non-resistant yellow Lieutenants in one shot.
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== Historical ==
 +
{{Historical|type=section|reason=change}}
  
Against a small group of tougher enemies in a mission, you can take one out, run away, wait for them to lose interest (target one of the survivors and wait for the box elbows to run the other way), then come back and take out another. Repeat until you feel comfortable scrapping with who's left.
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* Stalkers were added to the game in [[Issue 6]], originally a City of Villains [[archetype]]. Their original primary powersets were Claws, Energy Melee, Martial Arts, Ninja Blade, and Spines. Their original secondary powersets were Energy Aura, Ninjitsu, Regeneration, and Super Reflexes.
 +
* Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in [[Issue 7]].
 +
* Dark Melee and Dark Armor were [[Power Set Proliferation|proliferated]] to Stalkers in [[Issue 7]].
 +
* Dual Blades and Willpower were added to the game in [[Issue 11]].
 +
* Electrical Melee and Electric Armor were proliferated to Stalkers in [[Issue 12]].
 +
* Broad Sword was proliferated to Stalkers in [[Issue 16]].
 +
* Kinetic Melee was added to the game with [[Going Rogue]].
 +
* The [[Ancillary Power Pools]] became available to Stalkers in [[Issue 18]].
 +
* Ice Armor was proliferated to Stalkers in [[Issue 21]].
 +
* Street Justice was added to the game on October 4, 2011.
 +
* Stalkers received the following buffs in [[Issue 22]] [http://web.archive.org/web/20120906103230/http://boards.cityofheroes.com/showthread.php?p=3995396]:
 +
** [[Assassin's Strike]]: using Assassin's Strike outside of [[Hide]] became an uninterruptible attack with no windup time, dealing Superior damage, allowing Stalkers to do very competitive [[DPS]].
 +
** All Stalker attacks that are not Assassin's Strike now build stacks of [[Assassin's Focus]].
 +
** Stalker Buffed Max HP will increased from 1606.4 to 2088.3, allowing them to fully benefit from powers like [[Dull Pain]], [[Hoarfrost]], etc.
 +
* Staff Fighting was added to the game on April 17, 2012.
  
Placate is useful and good fun, if slightly random. If it works, it lets you get an Assassination critical against a lone enemy that was attacking you, without having to run away and wait for Hidden to come back.
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== See Also ==
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* [[Archetypes]]
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* [[Stalker Strategy]]
  
Placate may miss. It puts you back in Hide, sort of, making you semi-transparent but not necessarily adding "Hidden" under your effects bar. It also modifies the behaviour of the victim enemy, causing them to give up on attacking you. However, if you take damage from another source, they may go right back to attacking you. They may also have another attack queued up, which may also knock you back into scrapping.  
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== External Links ==
 +
* [http://www.alteredgamer.com/city-of-heroes/7763-coh-city-of-villains-guide-to-the-stalker-archetype/ Summary and Analysis of Stalker Powersets]
 +
* [http://web.archive.org/web/20121025125339/http://na.cityofheroes.com/en/game_info/archetypes/villain_archetypes.php Archetypes documentation] on official City of Villains site
 +
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Villains Manual] as a PDF file
  
Against a pair, Assassin's Strike one, then Placate, Build Up and hit the other one for an extra-strong critical. Against three, Assasin's Strike the first one, Build Up and scrap with the second, then Placate and AS the third. (Against four or more, consider using the "run away!" technique given above.) Placate's also useful for not having to cross fifty yards of mission to stop that last minion from following you before your next Assassin Strike.
 
  
In many missions, you'll find a group of enemies run up to somewhere you were, intent on stopping you; they may run right past you then do nothing, thanks to your Hide. Take them out at your leisure. In bank heists, such 'ambush' squads attack you regardless of your Hide; charge in and get your critical while you can. Placate still works on members of those squads, thankfully.
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{{Navbox Archetypes}}
 
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== External Links ==
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* [http://www.cityofvillains.com/gameinfo/archetypes.html Archetypes documentation] on official City of Villains site
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* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Villains Manual] as a PDF file
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* Subtler [http://boards.cityofheroes.com/showflat.php?Cat=&Number=4499621&page=1&view=collapsed&sb=5&o=&fpart=1#Post4499781 Placate techniques] on US forum.
+
  
 
[[Category:Archetypes]]
 
[[Category:Archetypes]]

Latest revision as of 03:37, 14 December 2013

Stalker
V archetypeicon stalker.png
Primary Melee
Secondary Defense
Inherent Assassination
Base HP 1204.8
Max HP 2088.3
Primary Sets 12
Secondary Sets 8
Epic Power Pools 8
v  d  e


Overview

Skill can divert clumsy raw power, and precisely applied force can solve many problems. As a Stalker, this is the core of your specialty. You do your best work when attacking from ambush, and can even hide in plain sight to escape foes. Deadly attacks and good defenses make you a dangerous combatant and assassin, but you can be overwhelmed if you're not careful.

The Stalker's power sets are:

Primary: Melee
Secondary: Defense

Stalker Stats
Survivability             7        
Melee Damage 10  
Ranged Damage 2    
Crowd Control 4    
Support 2    
Pets 2    

Power Sets

Primary Power Sets

  • A Stalker's primary power sets are designed for stealth and melee. They are:

* Kinetic Melee requires VIP status, purchase on the Paragon Market, or purchase of Going Rogue.
* Staff Fighting requires purchase on the Paragon Market.
* Street Justice requires purchase on the Paragon Market.

Secondary Power Sets

  • A Stalker's secondary power sets are designed for stealth and defense. They are:

* Bio Armor requires purchase on the Paragon Market.

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Stalker Inherents

Criticals

Stalkers cause a great deal of additional damage through critical hits. The exact chances of a critical vary greatly with the situation and the power used. Stalker criticals do double damage except in one case which we'll get to in a moment.

Most Stalker single-target attacks automatically critical against any target if the Stalker is Hidden. If the Stalker isn't Hidden and he's attacking a PvE enemy, his chance of critting is 10% + 3% per teammate within 30'. In PvP, most un-Hidden Stalker single-target attacks can only crit if the target is Held or Slept, and do so 20% of the time, but a few get criticals 10%-15% of the time regardless of whether the target is mezzed.

Stalker AoE attacks work similarly, though the crit chances for Hidden AoEs and for un-Hidden PvP AoEs are half the typical single-target chances. Un-Hidden PvE AoEs use the full 10% + 3%/teammate formula without halving. Crits are checked separately for each target hit.

Assassin's Strike

A Stalker's Assassin's Strike stands out from his other attacks. If the Stalker is Hidden, this attack becomes extremely potent. First of all, if it misses, the Stalker stays Hidden. If it hits, it crits automatically, for almost triple normal damage instead of double. If the target is another player, this bonus damage ignores his resistances. Whether the target survives or is defeated, all nearby non-player enemies (which may include the target itself!) are Demoralized and suffer a small but irresistable ToHit penalty, and occasionally Fear as well, for eight seconds. If the Stalker isn't Hidden, Assassin's Strike removes the wind-up animation allowing it to attack faster, deals Superior damage, and will not deal critical damage in PvE or PvP, unless Assassin's Focus is in effect.

Assassin's Focus

Assassin's Focus has a chance to be generated from any attack from the Stalker's primary power set except for Assassin's Strike. One stack of Assassin's Focus lasts for 10 seconds, and gives Assassin's Strike 33.3% chance to do normal critical damage. Up to three stacks of Assassin's Focus can be held at any time, allowing Assassin's Strike a 99.9% chance to do critical damage out of Hide. This, combined with Assassin's Strike out of Hide, allows the Stalker to mix his style of play at any time, be it to defeat enemies from out of sight, or to stand their ground and take down the enemy using extreme damaging attacks.

Hiding

Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren't directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him.

Stalkers have two ways to become Hidden. The Hide power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin's Strikes), suffers damage from an enemy (falling doesn't count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds.

Placate

Placate is as it sounds - an enemy who is placated cannot attack the Stalker which placated it for a set period of time (and loses interest in the Stalker as well) unless the Stalker decides to follow up with attacks which will immediately break Placate. It can be used to escape from foes who prove a challenge, allowing the Stalker to regroup or flee, or to take advantage of the fact that Placate will place the Stalker in Hide, allowing him to immediately follow up with a triple-damage Assassin's Strike or other attacks for double-damage if it is not available.

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. It is provided for historical purposes.
  • Stalkers were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Claws, Energy Melee, Martial Arts, Ninja Blade, and Spines. Their original secondary powersets were Energy Aura, Ninjitsu, Regeneration, and Super Reflexes.
  • Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Dark Melee and Dark Armor were proliferated to Stalkers in Issue 7.
  • Dual Blades and Willpower were added to the game in Issue 11.
  • Electrical Melee and Electric Armor were proliferated to Stalkers in Issue 12.
  • Broad Sword was proliferated to Stalkers in Issue 16.
  • Kinetic Melee was added to the game with Going Rogue.
  • The Ancillary Power Pools became available to Stalkers in Issue 18.
  • Ice Armor was proliferated to Stalkers in Issue 21.
  • Street Justice was added to the game on October 4, 2011.
  • Stalkers received the following buffs in Issue 22 [1]:
    • Assassin's Strike: using Assassin's Strike outside of Hide became an uninterruptible attack with no windup time, dealing Superior damage, allowing Stalkers to do very competitive DPS.
    • All Stalker attacks that are not Assassin's Strike now build stacks of Assassin's Focus.
    • Stalker Buffed Max HP will increased from 1606.4 to 2088.3, allowing them to fully benefit from powers like Dull Pain, Hoarfrost, etc.
  • Staff Fighting was added to the game on April 17, 2012.

See Also

External Links