Stalker

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Revision as of 17:35, 11 October 2011 by imported>Starsman (→‎Historical)
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Template:Issue21

Stalker
V archetypeicon stalker.png  CreateSymbol Villain.png
Primary Melee
Secondary Defense
Inherent Assassination
Base HP 1204.8
Max HP 1606.4
Primary Sets 18
Secondary Sets 14
Epic Power Pools 4
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

The Stalker has Low Hit Points and High Damage.

Power Sets

Primary Power Sets

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

Secondary Power Sets

Ancillary Power Pools

Patron Power Pools

Inherent Power

Criticals and Hiding

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.

A Stalker's Assassin's Strike stands out from his other attacks. If the Stalker isn't Hidden, his Assassin's Strike has the normal crit chance and damage bonus in PvE, and it will never crit in PvP. But if the Stalker is Hidden, this attack is 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. If the target survives, 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.

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.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. 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 10/04/2011.

See Also

External Links