Sup folks. This guide is meant for everyone. I'm going to try to work in an order that is initially suited for someone who hasn't even started his/her Stalker Tank yet, and it will slowly progress into the more advanced stuff meant for players who are already progressing in Datascape. It seems pretty long, but I assure you it is pruned to the absolute minimums. That said, feel free to take it in bites.
Before I get going here, I'd like to note that this guide is not going to be perfect. It was written fairly quickly, and I'm not one to babysit a guide. There is a very high chance that it will get out-of-date quickly, and that I will fail to update it when it does get kooky.
Last updated on Nov 7, 2016.
Redmoon Terror Changes (With Class Set)
Summary of Drop 6 (F2P) Changes
- Raid Bosses hit much, much harder. On the order of 1.5-2.5x. Survival is now a much larger concern.
- Stalkers are no longer the obvious 'Fat Tank'.
- Very little has changed with regards to AMP and Ability selection, only exceptions being Bloodthrist and Amp Spike are viable now, and Prep has taken a massive nerf.
- Threat is considerably easier.
- The new rune system requires a fair bit of learning, but has surprisingly low impact on your survivability.
- The Waller T8 Class Set from GA facilitates an extreme change in rotation in combination with Unfair Advantage.
Should I Roll Stalker Tank?
*It's worth noting that I initially had this section in when there were larger differences between the Tanks. Current Tank design is pretty homogeneous, so the choices between the Tanks are somewhat superficial. I've kept in what little does separate them.
- Capable of running T8 Bloodthrist on the fights that facilitate it (your Stalker DPS will love you)
- The base Deflect on Stalkers synergizes very well with some of the new, fast recharge Shields.
- Extremely mobile.
- Rotation has some elements of nuance.
- Unlike Engineers, we have a good blanket Taunt.
- Holding threat can be difficult in certain situations. Several bosses require moved or kited, and keeping threat through that can be a pain.
- LAS is very inflexible. You will be stuck unable to use a lot of skills you really want for certain fights.
- Lack of control over your own survivability. Our Defensive CDs are shorter than Engis/Warriors, but they are much less impactful.
I'm going to try and explain how to build up your LAS, and what to shuffle around for different fights. If you just want to copy/paste an obvious build, skip to my builds.
I use the following builds for:
- Boss Critical Multiplier cannot go below 105%. Critical Mitigation works subtractively from the original value.
- Boss Crit Multis are 153.17% for Vets, 165.36% for GA, 184.2% of Early DS, and 187.0% for Late DS.
- Raid Bosses crit 20% of the time, Dungeon 10%, and Open World 5%.
- Item Level tends to be the only factor worth noting. The Armor and Health on an item trump all its secondary stats.
- Percent increases to stats are also subject to the same Diminishing Returns that Ratings are. This is particularly important with regards to Deflect and the Frenzy T8. If you have 30% Deflect before, the 12% Deflect from Frenzy will not take you to 42%, rather something around 38%.
Understanding the Stats:
- Crit Mit - Get to cap, Priority #1. Crits that deal real damage will wipe you off the face of the earth.
- Armor - Armor is still our top dog. The golden child of stats. It is the only stat that reliably increases time-to-live and reduces strain on healers simultaneously.
- Health - Health gives the greatest boost to time-to-live out there. If you're getting bursted down, this is what you need. That said, it also costs the healers great strain.
- Deflect - Converts at 666:1%. Soft Caps at 30%. Decent Stat, but mostly due to it's synergy with fast-regen Shields.
- Glance - Converts at 172:1%. Improved greatly from it's old values, but retains it's position on Stalker stat priority. Glance rolls mutiplicatively, AFTER Deflect. If you've got 30% Deflect and 30% Glance, you will Deflect 3/10 attacks, but only Glance ~2/10. Better only than the Threat stats.
- Support Power - Approx 75% of the damage on a Support Skill comes from SP. Not that you can 'choose' to get SP on any slot. Just a random factoid.
- Strikethrough - Shouldn't need to get it. Better than Multi Hit, but worth less than all Defensive Stats, including Glance.
- Multi Hit - Avoid this like the goddamn plague. You don't need the Threat. Bad bad bad bad bad bad bad.
- Item Level wins in nearly all scenarios.
- After that, the stats you want are the following, in order. (This is for Secondary Stats on Gear, NOT Runes)
- Crit Mit
- Ideal Runes are Earth/Life/Air/Logic. Water and Fire are worthless, either reroll them or put a Fusion rune in them.
Drop 6 has made a dramatic change in Shields, and there are some VERY important things to note.
- #1 - Higher Shield %Mitigation is NOT better. You want the lowest possible percentage in most scenarios. The reason for this is a failure by most people to understand the way that shields actually behave. You need to treat your Shield not like health, but rather like a damage mitigation buff. A 67.5% mitigation shield will cause the first auto you take to hit for almost nothing, but the following hits will destroy you. You want a low mitigation Shield, like 25%, because it will actually last, and give the healers the most consistent incoming damage on you.
- #2 - Fast Recharge Delay and Rate are very valuable. Most bosses swing on a 2s timer. The shields with a 2.7 Delay and 20% Recharge Rate will completely fill themselves every single time you deflect, or the mobs cast something.
- #3 - Completely ignore #1 and #2 if you have a dedicated Medic healer. In that situation, just wear the largest, spongiest shield possible, as they will want to be the ones filling it.
- #4 - Save your old Shields. Different Shields are better in different situations. Fights with constant DoT damage will make Fast Recharge worthless. Bosses that hit for low damage may make High Mit + Fast Charge shields the best, despite their low total shield. Bosses that hit like trucks may do the exact opposite. Be prepared to use a tailored shield for new boss fights.
I'm not sure right now exactly what Gadgets are 100% best, as there's no Database running right now, but generally speaking you're going to want to run the gadgets that Heal or give Absorbs. Many Armor/Deflect gadgets only work out to be a 3-4% damage reduction for their duration.
Whatever floats your boat, man. Just be speed flasked.
The Stalker Tank rotation should, for a new player, go through several stages of evolution as you become more capable of executing the nuances without making other execution mistakes.
Waller 8/8: You will be using Innate nearly once every 8 seconds. You will no longer need to use Nano Virus as a filler to sustain your rotation. Even Punish is negotiable here. Deci will no longer be your only option for getting into stealth safely, safest way in otherwise tends to be a Jump ->StealthFrenzy, just make sure you're off the GCD when you do so.
I'm going to cover this chronologically. If you're in Dungeons, master the early stuff first. Jumping ahead to more advanced raid-related stuff is just going to make you shitty. Focus on Threat for Dungeons, Positioning for GA, and Survivability/Taunts for DS.
You need to hold threat before you think about anything else.
Find out exactly what is optimal for the raid, and do it quickly.
Serve your healers, stand the fuck still.
Save the raid. Your healer will save you.
- GA - Genetic Archives
DS - Datascape
SP - Suit Power OR Support Power (Use context)
AP - Assault Power
TPS - Threat Per Second
LAS - Limited Action Set (Your 8 skills)
ILvL - Item Level
Crit Mit - Critical Mitigation
Mit - Mitigation
Intimidate (Razor Storm)
Anyways, that's about it. If anyone has questions feel free to post here or find me in-game. I'll try and check the thread every couple of days.