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UNKNOWN |
Last Updated: 2009-11-07 16:00:03 UTC
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Issue7 - Stalker PvP Guide (EM/Nin/BS) |
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Written by Elernet
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THE TABLE OF CONTENTS:
(Since this guide have slowly grown to be so huge.)
IDEOLOGY
STALKER PRIMARIES
ENERGY MELEE
STALKER SECONDARIES
NINJITSU
STALKER PATRON
POWERS
BLACK SCORPION
TIPS AND TRICKS
MY BUILD:
FREQUENTLY ASKED
QUESTIONS:
PVP VIDEOS
IDEOLOGY
First, some general mind-set background...
PvP as a Stalker differs from that as any other avatar since
they
are specifically designed as stealthy hit-and-run assasination
characters. In my opinion, this is exactly how one should play them.
Get in, attack, get out. No, this does not just aply to AS, and by no
means suggests only landing one-two hits or over-relying on the AS
itself, but after the initial attack and a few follow-up moves, you
should be out of there. I believe that a Stalker should focus on a
brief, deadly, all-out assault. If the target is still alive and you
think you can manage to finish them off fast enough, do it. If you have
doubts, get out. Just come back in a minute and try again. This is
especially true for an EM Stalker, who sports high front-loaded
single-target damage with horrific recharges and endurance costs.
As far as running goes, some people will whine
about you running
and try to provoke you into staying instead. Just laugh it off. The
bottom line is, there are many very good reasons why you can and should
run when necessary. First, its a valid strategy that works wonders in a
lot of situations regardless of what the whiners say about it. Second,
everyone plays the game how they want to play it, and a simple "I felt
like it" is a perfect explanation anyway. Third, think about it this
way... As a Stalker - especially a Stalker that follows this type of
guide - you invest heavily into your mobility. You spend power-choices,
slots, and such on it. You do so to be able to escape from people and
to catch people with ease whenever necessary. Meanwhile, you sacrafice
the "alternative cost" of taking up a few additional combat-related
powers or slots instead. Your opponents, on the other hand, often have
not made the same choice. They invested more in combat and less in
mobility. And thats fine and dandy - but not a reason for them to whine
when they can not compete with you in either catching you or running
away from you. Its the price they paid. Simply put - "If you can not
catch me or run away from me, that's your problem."
Now, certainly, one can scrap with a stalker - and
even do so very
successfully - but only in limited situations. Most of the time in buzy
PvP zones you will be ganged up upon if you try to fight it out with
someone. Even in one on one duel-style fighting, the best way for
Stalker to fight is to kite and rehide whenever possible (and
well-timed Placate is the key).
Anyway, in light of all this, I believe that one
should maximize
Stalker's offensive capabilities and not worry about defense as much. I
understand that many people try to build defense up a lot - especially
those used to Scrapper-like combat, but for assassination-focused
Stalkers it comes down to this: - Often, if you have stuck around long
enough for your defensive bonuses to matter, you have stuck around too
long in the first place. ***
Note: I know that there are many players - good
players - who would
disagree with all of the above. That is perfectly fine. Please
understand that this guide is geared towards those who do agree, and
that you are more then welcome to simply continue onto some other guide
that suits your views better.
STALKER PRIMARIES
This is MY PERSONAL BIASED VIEW on how the Stalker Primaries
currently compare against each other. Please, do not be offended by it
if you disagree. Also, please remember that any of
the stalker
Primaries can be made very deadly and effective in PvP as long as you
build your character well and play them right.
If you do not think this section is correct, if you
do not agree
with anything I say in here - great! Can we now agree to disagree and
move on? I do not see why people react so harshly to this section,
given that it specifically says that its my personal and biased view.
Please, can you just skip it if you don't like it and not start
arguments about it - trust me, you would be very far from the first
person to do so. Thank you.
As things stand right now, I believe (again, my
opinion) there are 3 Stalker primaries which are most successful in
PvP.
Energy Melee:
+
Energy Melee (EM)
is the highest straight up front-loaded single-target damage set. It
hits the hardest. It also disorients (and thus detoggles) the target,
which is extremely useful. EM also does Energy/Smashing damage which is
pretty nice, since it is not as resisted as some of the other types
(pure Lethal or Smashing damage for example).
-
The main downside
of EM is its total lack of range of any kind. Also, it has very slow
recharge rates - limiting EM's effectiveness in any sort of prolonged
encounter. It has heavy endurance costs. It has less attacks then some
of the alternatives - having Stun instead of one. Finally, it lacks any
AoE.
Spines:
+
Spines is *the*
ranged choice of Stalker Primaries. It does pretty good damage, has
pretty good speed, and it has a Toxic damage component, which is the
least resisted of all Stalker damage types. But the best part is that
Spines has very nice range capabilities. It is easilly the best
over-all Primary from pure ranged Stalker perspective. Spines has
Immobilize and -Fly which are both neat.
-
Spines is a very
well-rounded set and does not have any striking down-falls. That said,
DoT components in attacks is one sometimes. But basically, its the
tradeoffs - the exact opposites of its upsides. Its not as damaging as
EM but not as fast as Claws, etc.
Claws:
+
I am a big fan of
Claws, despite the popular outlook. The way I see it, Claws is sort of
half-way between Spines and EM. It is the hybrid melee-range choice.
Claws is a very fast attack set, both in terms of move animations and
recharge times - and will be even more so once I7 is live. Thus it can
be very dangerous. Claws has very nice endurance costs, and thus is
also a neat scrapping set, allowing one to duke it out more with
border-line targets. Finally, Claws has Focus - arguabely the single
best PvP attack for which I personally have a weak spot. It easilly
brings a squishy to half life if it crits with build-up - that is, from
range. It also knocks targets down, has incredibly fast recharge rate,
and is very dangerous used properly. Focus + Hasten + Quickness +
3DMG/3ACC/1RCH is a thing of terror in many a situation.
-
The main downside
of Claws is its Lethal damage type - which is highly-resisted. Also -
save for AS and Focus - its single attacks are not as
heavilly-damaging, as a trade of to their speed.
Out of these three choices, EM is probably the most
effective
Primary versus Tanks, Scrappers, Brutes, certain MasterMinds, and other
Stalkers - due to its burst damage output. Spines is probably overall
best versus squishy targets - if just because its that much easier not
having to chase good kiting squishies all over the place. For example,
if the target is moving, it is very easy to follow up your initial AS
with a ranged attack from Placate for a finisher - without having to
catch up again as with EM. (And if the target is standing still and is
a squishy, any Stalker of any AT will pretty much take them out
provided he knows what he is doing.) Again, Claws is sort of in between
IMO.
Martial Arts
and Ninja Blade:
Well, to be honest I do not think these two are on par with
the
other three at least for the time being. They do decent damage and have
nice perks and all that, but they just don't have anything special
about them and do highly-resisted types of damage. Basically, I could
say that as all-melee sets they are simply not quite on par with EM -
while lacking great ranged capabilities of Spines or Claws to make up
for it. Currently, there are 3 melee-only sets, one ranged set, and one
hybrid-melee-range set. There are many trade-offs to consider when
choosing which way to go - but if one does end up selecting the
melee-only route, EM is the obvious choice of the 3. I like both MA and
NB and I have definately seen people do great in PvP with them, but all
things considered I would not advice them from a pure PvP perspective.
Dark
Melee:
Dark Melee is somewhat of a strange Primary, unlike all
others. It
has Fear built-in, and it has an attack-heal among other things. There
are both very nice additions to the set. However, I personally am not a
big fan of the set. Its neat, but it does not sport anything
spectacular. Shadow Maul - one of the set's strongest attacks - suffers
greately from a very long rooting animation, as well as from being a
DoT attack. Overall, the damage the primary sports is not too
spectacular. It seems to lack a wide array of heavy-hitters a'la EM on
one hand and to lack a very fast attack chain a'la Claws or MA on the
other. The damage type is a plus, but overall the primary just does not
seem to be quite on the desired level. I would also advice to stay away
from DM from a PvP-only standpoint.
ENERGY MELEE
I use Energy Melee, so this is what I will go over. I rate
each
power out of 5, as well as provide insight on its uses and
effectiveness. Also, I will offer some advice on slotting.
Barrage
- 1
- This is a decent power at the beginning levels, yet as you level up,
it fades away due to its negligable damage and disorient. I would not
take this power for one simple reason - at any point in level-up
process, there is always a better thing to add to you character then a
very week attack like this. In fact, Air Superiority and even Kick
might be better easilly-accessible alternatives. If you still decide to
take it, I would not waste too many slots on it - unless you have no
better options and really don't know what to do with them.
Energy Punch
- 3
- (EP) Decent damage, very fast activation, slight disorient. This
attack is not that great overall either. However, given that you have
to take one of Barrage or Energy Punch anyway, this is definately the
way to go. It does more damage, has better disorient, and can actually
be used in your attack chain at high levels with some success -
although mostly as last resort. This is what you should pick at level 1
without question. Now, as far as slotting EP goes, there is a sligh
catch. Normally, I would suggest 4-5 slotting EP. 2-3 ACC, 2-3 DMG, and
then of course 6-slotting it if you have the slots to spare. However,
remember - it will not be one of your main moves later on. If you lack
the slots or need them somewhere else, it is a feasible solution to
leave EP completely un-slotted. This is the route I went in this build
- essentially leaving EP as a beefed-up Brawl of last resort of sorts.
Now, before you jump on the idea there are couple of things you have to
keep in mind. First, you do not get that many attacks overall as EM -
so you want to think twice about your attack chain before doing this.
Second, you have to realize that this will make it harder to level at
the beginning - so it is more of a Respec solution. If you do end up
only having the one base slot, or just a couple of slots on it, I would
go with ACC. Its damage is not significant enough to make a whole lot
of difference in late-game anyway, and its better to ensure it hits
when it matters as much as possible.
Bone Smasher
- 4
- (BS) This is your next offensive move. Just like Energy Punch, it is
very fast (although a bit slower then EP itself) and it deals more
damage with better disorient. Again, nothing too spectacular, but I
would strongly suggest taking it. You see, since later on EM has a Stun
option instead of an offensive move, it does not have as many damage
moves as some of the other primaries. So, taking this move can be very
important for an attack chain, and it is EM's 4th attack in terms of
damage after all. Also, it is fairly formidable when it crits from Hide
- even in the later game. Also, sometimes its good to open witht this
attack since it is your most 100%-crit-from-Hide move other then AS.
basically, to get the most damage out of the critical you get two
options - BS and TF. TF is more powerful of course, but TF only has a
partial critical and has a much slower animation time then BS does.
(Note: However, if you play other ATs with Bone Smasher, don't be
fooled by the name - the Stalker's version is not the same. Just get
used to it.) I 6 slot BS - again, since EM does not have too many
attacks overall, I believe it a good investment to slot well the few
ones we do get. 3 DMG + 3 ACC or 3 DMG + 2 ACC + whatever.
Assassin's
Strike - 5
- (AS) I don't really need to say anything. If you don't know what this
is, look it up. If you don't take this and slot this, don't play a
Stalker. That is all. However, I would like to note that this is still
not a be-all end-all make-a-stalker move. In fact, it is very far from
it. Fist of all, thats a myth in principle. No single move makes a
Stalker, and if you disagree with this, I advice you to not play one -
you will likely not do well. Second, Placate is actually much closer to
that role. But anyway, the point is that you should try to avoid
over-relying on AS if you want to really do well. At least, don't rely
on it as an opener. Its great for taking out mediocre opponents, but in
a good match-up it is often more useful mid-fight after Placate then at
the start. Oh, its definately an amazing move if used right - by all
means - but don't get too obsessed with it. Absolutely, 6 slots. Again,
3 DMG + 3 ACC or 3 DMG + 2 ACC + whatever. Note that AS does have
inherent accuracy bonus of 20%. Whether that means it does not need 3
ACC, since its already accurate - or that it definately needs 3 ACC, to
capitalize on it and really maximize your chance to hit versus certain
targets... well, thats up to you. I went with the 3 ACC route.
Build-Up
- 5
- (BU) Again, a must have power. Build Up greately increases your
damage and accuracy for 10 seconds - though more so the damage then the
accuracy. Build up has many uses, ranging from standard pre-AS setup
(or pre-whatever-opener setup) to helping any of your lower-accuracy
moves hit in a critical situation. As an example, Build-Up + Energy
Transfer followed by Bone Smasher and maybe one other attack will
roughly kill a Defender or Controller in Siren's Call (depending a bit
on zone and personal buffs, and given 3 lvl 43 DMG SOs on powers).
Build-Up, TF, and ET will do the same in Warburg. I suggest either 1 or
3 or 6 slots on BU. If you leave BU be it is pretty decent as is, but
putting 3 recharges in it lets you use it that much more often, which
can be nice as you will often Build-Up just to see the situation change
or target move and waste it. You could also slot it with up to 3 ToHit
Buffs if you have the spare slots. This will help a lot versus
heavy-defense targets, and may also vary a little on how you slotted
the rest of your attacks. Basically, just put as many slots as you can
into BU and fill them up with RCH and THB as you prefer.
Placate
- 5
- Ah, Placate. IMO, this is your single best power. Placate prevents a
single target from being able to target and attack you for a few
seconds, as well as puts you in a pseudo-hide (you can be seen by
anyone with any perception, but you still crit as if hidden). This is
an extremely versatile and useful power. It can be used mid-fight to
get a critical on next attack (this is where we EM's envy Focus), or to
perhaps set-up for an AS (this is hard if enemy is good, but effective
and helps vs high-perception targets), or to run away from a loosing
fight or a sketchy situation, or to simply exclude one enemy from
attacking you and proceed to kill another (I have won scraps 1 on 2
with this - without even an initial jump, combined with Stun and chance
disorients). The icing on the cake - Placate is ranged. This is
especially crucial to an EM Stalker who is all-melee. Furthermore,
Placate has no accuracy check, meaning 100% reliability. (Very nice vs
bubblers and tier-9 defenses, BTW) Absolutely, a must have power. You
do not really need to slot Placate with anything. It does wonders
already. You could slot is with RCH, but if you are using 2 Placates in
a single fight, chances are you should not be in that fight to begin
with - see ***.
If you
have spare slots, you could also slot it with Range, which is actually
pretty neat if you can spare the slots - since that allows you to fire
it off that much earlier as you approach someone or as they approach
you.
Stun
- 3
- Stun does exactly that - it puts a high magnitude disorient on the
target. Technically, Stun does damage, but it is laughable. This can be
extremely effective as it essentially gives the target to you to play
with for about 7 seconds. Also, you can enchance stun, making it last
for up to 14 seconds or so. However, there are two catches. First, Stun
is slow - very slow. It has a baseball bat animation and takes a couple
of seconds to activate. Second, a single Break Free inspiration (BF) or
sufficient disorient protection - whether personal or from external
buffs - will render Stun useless and a waste of valuable time that
could have been spent laying on the hurt. On the positive note, Stun
can be used as an alternative to Air Superiority - no, it does not
apply -Fly, but it applies disorient instead, so if disorient goes
through the target will have to react very fast to avoid hitting the
ground. I think Stun is very much a matter of taste. I used to have it
(see the I6 guide)
for quite a while, and I like it. Now, I respecced out of it. It has
single-handedly won me many a fight - however, it has also been
completely useless in many others. Rating of 3 is not very reflective -
its more like 1 or 5 depending on the situation. If you do take Stun,
you pretty much want to 6 slot it - 3 ACC (since it has such slow
activation and is usually crucial to land) and 3 Disorient Duration
(since 14 seconds are way better then 7 and its an all-or-nothing type
of deal in most cases anyway).
Energy Transfer
- 5
- This is your 2nd most damaging attack after AS. In fact, it does very
comparable damage. It is also lightning fast to activate. Again, there
are two catches. First, it eats up a small portion of your life to
execute. (No, it does not do that on a miss.) Second, it does not crit
from hide. Instead, it doesn't eat up your HP if executed while hidden.
However, its damage is very impressive as it is. As mentioned above, I
have killed countless squishies without using AS at all - largely
thanks to this move. This is one of the best attack moves in the game,
and I very strongly recommend you take this power. 6 slot - again, 3
DMG + 3 ACC or 3 DMG + 2 ACC + whatever.
Total Focus
- 4
- This is another very high damage attack, your 3rd highest damage
move, just below ET. And yet again, two catches. Extremely slow
activation time is one - you jump in the air and slowly land and smack
the target with your hands - couple seconds wasted. Partial critical
from hide is another - about 30% damage increase. Crit on TF is roughly
the same damage as ET. Regardless, I strongly advice picking this power
up of course. And of course, again, 6 slots is the name of the game.
Just like the rest of attack moves, I recommend 3 DMG + 3 ACC or 3 DMG
+ 2 ACC + whatever.
STALKER
SECONDARIES
I think that Stalker Secondaries are actually pretty
well-balanced
against each other, and all of the options are very nice. Just pick
whichever you prefer. I picked Ninjitsu for its most offensive nature
(Blinding Powder) and for its versatility (a heal, +perception power,
decent defense, offence again - all in one). Also, I like Kuji-In Retsu
/ Elude better then MoG or Overload. Finally, I dislike defense - see ***,
and I dislike toggles (since they are dropped so easilly by many
people, at least until I7) - therefore, I really
dislike defensive toggles. However, this is a matter of opinion and if
you favor a different secondary - the power to you.
NINJITSU
I am going to run down the list of all the Ninjitsu powers in
the same fashion as I did for Energy Melee.
Hide
- 5
- You have this by default. Case closed. Slot-wise, I do not slot Hide
- see ***,
but its up to you really.
Ninja Reflexes
- 3
- Melee defense, Sleep, Confuse, Disorient protection. A good power to
take if you like to scrap. I don't - see ***
- so I did not pick it. However, without it I do sometimes miss the
status protection. The reason for still not picking it is simple - why
spend a power on something I can eat a 50 infamy inspiration for? If
you PvP well, half a tray of BFs will last you for many long hours.
(Yes, it takes time to learn not to chug them all away in first 5
minutes and to avoid needing them in many cases, but once you get it
down its not bad at all.) Slots are totally up to you.
Danger Sense
- 5
- Danger Sense is a great power in the spirit of Ninjitsu's
versatility. You get ranged defense - very useful as after you get a
kill, you often have angry teammates of the victim shooting all sorts
of things at you as you escape. You get AoE defense - which is double
useful both for not getting hurt and for having better chances to AS
anyone with AoE aura (Spines Scrappers, etc.) and for perhaps landing
that de-toggling Stun on that Hurricaner on a fly-by. Finally, you get
+perception, and a darn good one at that, which is of course great for
seeing Stealthed heroes, as well as some Stalkers in Warburg. You can
combine this with Leadership perception to see Hide+Stealth ones too.
So, I favor this power a lot. However, I do not slot it - again, see ***
- but also again, is really up to you.
Caltrops
- 3
- You throw caltrops on the ground that slow enemies down. No, these do
not have -Fly or -Jump for all practical purposes. So, they are very
situational. I used to have them - long ago, before the I6 build
even - but re-specced out of them. They are very effecient vs
SuperSpeeders, not much vs anyone else - and a lot of people have more
then one travel power anyway. However, they do help you in certain
situations. Caltrops also gain some effeciency from the surprise factor
- for example, many people instinctively run after an AS. They don't
consider other means of escape and don't think about the caltrops. If
you have a power to spare I would pick them up, but I would not rate
them a high-priority power - I did not have space for them in my build
after all. If you take them, you likely want to 3 slot them with
SpeedReduction. If you really have lots of slots to spare, you could
add Recharge.
Kuji-In Rin
- 4
- Confuse, Sleep, Disorient, Hold, Immobilization, and Fear protection
- and Psionic damage resistance. Everything at once and then some on
top. This is a very nice power to have, as it saves you from a lot of
status effects. However, note the same question as with Ninja Reflexes
- excepting Psionic damage resistance, a BreakFree will do just as
well, and can be used while under the effects unline Kuji-In Rin. Thus,
after much consideration and indecision I did not pick this power for
the I6 build.
However, now, I switched into it - mainly for the sole reason of being
able to field more of different kinds of inspirations in Arena matches.
Also, note that this is not a toggle - it is a couple minute activated
buff. This means it can not be toggle-dropped, which is great - but,
you have to pre-emptively time its usage right. Slot however you wish.
A lot of people slot this with Recharge rates, allowing them to pretty
much keep the power on permanently. (NOTE: Two Recharges will allow you
to run this permanently at level 50, with a tiny overlap. However, if
you slot it with 3 RCH, the power will self-stack.
This is very
neat for those rare ocasions when you know you are going into a real
tough situation - for instance if you plan to attempt a solo gank on a
8-man controller-heavy team. You can time this power right to have 2
instances of it on you as you go in - really beefing out your
mez-protection for a bit. Also, having 3 recharges in this power
instead of 2 can help in certain situations when you have -recharge on
you, where otherwise you might have come short of keeping it on without
a gap.)
Kuji-In Sha
- 5
- This is a heal. A good heal. Enchanced, it heals me for about half my
HP at lvl 40. Also, it adds resistance to Toxic damage, which is neat
because it helps vs say Spine Scrappers. They hurt you, you heal and
you get resistance to further hurt for a short bit. I definately
suggest taking Kuji-In Sha - it has saved my life countless times and
tipped the scales to win a fight countless times more. You probably
want to 3 slot this with Healing. Again, if you have the slots, add in
some Recharge.
Smoke Flash
- 2
- PBAoE kind-of-Placate. Sounds good at first, yet has a lot of issues.
First of all, this does not pseudo-hide you - meaning it can only be
used as an escape means and not offensively. Second, it is an AoE
attack which means it is not as accurate - and yes, this one does have
an accuracy check unlike the real Placate. Third, it has long
activation time. All that considered, I think an additional travel
power choice or Phase Shift or even a simple defensive power might be a
better investment in terms of escape and survivability. If you do
decide to take this, you want to 3 slot is with ACC most likely.
Blinding
Powder - 4
- An arc AoE attack that is essentially a confuse and a sleep in one.
The confuse on it is a bit flaky. Regardless, Sleep is what makes the
power nice in first place anyway. This is a good power to have -
especially considering that it is ranged and EM is melee-only set, so
it compliments us extremely well. Furthermore, it is very nice to have
an offensive capability from a Stalker secondary - a ranged sleep, no
less, at that. Sleep is very useful because on one hand few people
resist it and on the other it completely de-toggles the target. As far
as breaking-on-damage goes - that should not be a big issue for
Stalkers given our heavily burst-oriented damage. I suggest taking BP
if you can. However, due to its AoE nature, it is not too accurate, so
it needs to be slotted with 3 ACC to be effective in PvP. If you have
lots of slots to throw around, Recharges are always a plus.
Kuji-In
Retsu - 5
- This power gives you huge defense bonuses of all kinds, gives you a
very notable speed boost, a not-as-notable but still nice jump boost,
and a very nice endurance recovery boost. You can often go into a group
of enemies with stacked perception, AS one of them with follow ups, and
get out all while being shot/hit at. The downside is that once it wears
off, which takes 3 minutes, you have 0 endurance with 0 endurance
recovery for 20 seconds - so you have to time when to use this right.
Regardless, this is definately a great power to have. I used to not
slot it at all for I6 build
- as it was great already and I didn't have the slots. However, now I
have it 6-slotted. In fact, it is the only thing in my whole build
slotted for defense. Versus Aim + Build Up Blasters and Focused
Accuracy Scrappers in RV, its worth it. Standard slotting for Retsu is
3 DefenseBuffs and 3 Recharges.
STALKER
PATRON POWERS
Stalker patron powers are fairly straightforward. The rough
break down is something like this:
Black
Scorpion - Mace Mastery
is good for Web Cocoon - a Patron Hold that also has built in -Fly,
-Jump, 50% speed decrease, and 50% recharge decrease - all for 15
seconds. Black Scorpion deals Energy/Smashing damage - similar to EM.
Black Scorpion powers also have inherently longer animations due to
weapon draw - which is a minus; and an inherent accuracy boost of 5% as
a trade-off - which is a plus. The set also has some KnockDowns.
Ghost
Widow - Soul Mastery is
good for Negative Energy damage type and target ToHit debuffs it
offers.
Scirocco
- Mu Mastery is good
for Endurance Drains across the powers in the set, as well as for
all-Energy damage type.
Captain
Mako - Leviathan Mastery
- is a different set, much unlike other patrons. First, it does not
offer a snipe. Which is arguabely not a bad thing. Instead, the set
offers Water Sprout which is a powerful mez-pet of sorts. Mako's set
has a fairly nice hold as well, sporting -Fly on it. Mako's set suffers
from being Lethal damage type. It is also very DoT heavy.
Decide which of these effects are most important
for you and stick
with that. I personally suggest Black Scorpion simply because Web
Cocoon is such a powerful PvP tool, combining so many useful qualities.
NOTE: Remember, you do NOT have
to pick a patron. It is a
perfectly viable option to skip the patron sets all-together and opt
for adding in 4 more abilities from Primary/Secondary/PowerPools to
flesh out your arsenal. There are a lot of good choices there. Remember
though, you have a hard limit of 4 Power Pools - so don't get carried
away.
BLACK
SCORPION
I am going to run down the list of all the Black Scorpion
powers in the same fashion as I did for Energy Melee and Ninjitsu.
Mace
Blast - 3
- This is a ranged blast. One one hand, it is especially nice for an
all-melee Primary Stalker to have a ranged attack like this. On the
other, the attack itself is rather mediocre. Sporting 2 second
execution and standard range, it is a little above Energy Punch on the
damage level. There is also a weapon-draw animation, which of course is
an annoyance. Its not a horrible power, but its nothing spectacular
either. I picked Mace Blast and 6-slotted it, but I had my reasons for
that. First, if you want Web Cocoon you have to pick either Mace Blast
or Mace Snipe. Lets just say that both choices are rather sub-par, and
if you are forced to pick between then, Blast can be considered the
lesser of two evils. This is hightly subjective - many people will opt
for Snipe instead - again, its a tough call between two poor choices.
However, the final argument that made the decision for me was the
general lack of attacks in the non-opener attack chain for EM. I simply
decided to take Mace Blast and slot it out like I would Energy Punch -
leaving EP completely unslotted instead. A small upgrade if you will -
slightly more damage and range as a trade-off for RV-only-usability and
slower animation. Its a decent trade in my opinion. If you do slot it,
its the standard deal - 3 DMG + 3 ACC or 3 DMG + 2 ACC + whatever.
Mace Snipe
- 2
- This is a snipe. But don't be fooled, this is nowhere near the snipe
you might be used to from your Blaster or even Corruptor. This is a
rather weak snipe - in fact, even with a critical from Hide it does
less damage then its Blaster counterpart. Here is the main catch though
- 8 seconds of activaton time, 6 out of which are interruptable. Yes,
this will fail on the line-of-sight (LoS) break. Which means that if
your target jumps around the corner or behind anything at all during an
8-second interval (also know as near-eternity in PvP) - you are screwed
on the Snipe. Furthermore, 8 second activation significantly limits its
use as an opener with Build Up - you pretty much waste all of BU (10
seconds) on this one attack, which is not all that powerful in the
first place. It is much more reasonable to simply open up with
something else - or if you open with Snipe to at least hold off on BU
until after it fires, just so that you can have more of your powerful
moves built up instead. So, its not very useful as an opener, and
nearly unusable mid-fight. You might get it going after a Placate, but
chances are that your opponent - if they are any good - will hide
behind something within the 8-second span, leaving you with nothing but
a wasted Placate. So, overall, I hate to say this but the Snipe is
simply not that great at all. It is more of a theoretical trinket then
a power with any practical application. Rating of 2 is well-deserved.
The only reason it does not get 1 is the feasible utility of Snipe on a
large Stalker-heavy team - when you essentially coordinate among
multiple Stalkers to Snipe the same target simultaneously as a
long-distance ambush. It also has some uses as a general annoyance in
team PvP. If you do decide to get it - you pretty much have two
choices. You might decide to forget about it as an attack and resign to
the choice being largely a wasted pick on the way to Web Cocoon - in
which case you do not slot it at all. Or you might choose to treat it
as another potential attack - slotting it accordingly. Up to you.
Web Cocoon
- 5
- From PvP viewpoint, this is the reason you went with Black Scorpion.
Period. Unslotted, this is a ranged 8-second Hold with 15-second -Fly,
15-second -Jump, 15-second 50% speed decrease, and 15-second 50%
recharge decrease. This power is all-around amazing. It is especially
amazing for a melee AT like EM Stalker, since all the effects help
immensly to catch up to your target. It completely counters Fly and
Super Jump. It notably hinders SuperSpeed - if not even so much through
the Slow as through the complete inability of the target to jump at
all, which forces them to run around every tiniest terrain lump that
they would have normally simply jumped over. And then there is the 50%
recharge penalty, which of course is great. If you went Black Scorpion
and do not take this power, I don't even know what to tell you. Now, as
far as slotting goes - this is where it gets tricky. Web Cocoon is so
awesome, with so many neat aspects, that there are many different
combinations of possible slotting for it. I use 3 ACC + 3 Recharge -
just to get that out of the way. Why? Well, I am a huge fan of 3 ACC on
anything as you might have noticed - I really like maximizing my
chances to hit, even versus defensive builds. As for recharge - coupled
with Hasten, which I picked up, this lets me to essentially keep a
target Web-Cocooned permanently. No, not the Hold part - all the rest.
There is a tiny gap, but its negligable for all practical purposes - as
long as I remember to keep shooting it when the time comes. However,
there are plenty of other good slotting solutions. 3 ACC + 3 Range to
extend your reach. 3 ACC + 3 Slow to capitalize on the Slow effects of
the power. 2 ACC + 2 Slow + 2 RCH, 2 ACC + 2 RNG + 2 RCH, 2ACC + 2 RNG
+ 2 Slow... etc. etc. - I think you get the point. Sit down, think very
carefully which of these effects are most crucial for your playstyle,
and enhance those. You could even throw in some Hold enhancements if
you are feeling original - though remember, those only enhance
duration, not magnituge. Web Cocoon's Hold magniture is not all that
high to begin with, so even people will mere Acrobatics resist the
Hold. Anyway, have a go at slotting it and have fun.
Summon
Archanobot Spiderlings
- 2
- You summon some Archanobot Spiderlings that attack the enemies for
you. This is a "stupid-pet" summon, where "stupid-pet" means that you
can't control these guys very well. They are akin Controller or
Dominator pets, just running around doing their thing. Now, as a
Stalker that can be a major issue for you for multiple reasons. First,
you are Hidden and they are not. "Hey look some Spiderlings, must be a
Black Scorpion Stalker nearby, huh!" Second, they might decide to do
one of the things stupid-pets enjoy doing - such as run off and attack
some random zone NPCs while you fight the Heroes, bringing you
additional aggro. Third, they are not exactly mobile - well, at least
not relative to you with your travel powers. Fourth, the summon
duration to recharge time ratio is horrible. Basically, I can see some
uses for these guys in an Arena match - maybe - and even that rather
limited. But thats about it. If you have a power choice and really
don't know what to do with it - at all - and you are feeling
adventurous, then maybe you can consider this power. As a general rule
though, stay away from it. If you do get them, I would not slot them.
If you do slot them, slot them with Recharges.
TIPS AND
TRICKS
A few other notes..
Slotting powers - I slots all attack powers with 3 DMG and 3
ACC
since I am very hit-and-run or hit-and-run-scrap oriented and those are
the two things that matter the most there. One ACC can easilly be
substituted for whatever else you like without too big a difference.
Some people choose to go with 4 DMG and 2 ACC instead - the argument
being that having that 5% extra damage just might make the difference
between a near-dead and dead-for-real target in certain cases. Others
do 3DMG + 2ACC + EndRed or 3DMG + 2ACC + Recharge - depending on what
areas they feel they are lacking in.
Travel Powers - Travel powers are very much a matter of
personal preference. However, I suggest Teleport.
Teleport is the best escape means of all the travel powers, although it
is hard to use - especially in confined spaces. Correctly-timed
Teleport is also a counter to enemy TPFoe and a minor situational
mez-protection of sorts. Also, you can get Teleport
Foe
as a pre-requisite, which is very useful for Stalkers in general and
for EM in particular - since we lack ranged attacks, it is nice to just
TPFoe a near-dead enemy to you to finish them off. Also, TPFoe
+ Stun + Placate + BU + AS + whatever, or BU
+ TPFoe + ET + whatever (to get right into damage and
possibly - 50% - pick up a nice Disorient on ET as well)
are both great combos that work wonders on many targets.
Also, TP in + take out a target + TP out
is fast, hard to stop, and - even if enemies have perception - very
hard to see coming. Finally, TP has an inherent Hover just after each
teleport built-in, which is just enough to get an AS off. So BU
+ TP + AS will often let you AS people standing on say
Caltrops or similar things.
Other good power to pick up is Intimidate.
Not many people resist Fear and if enchanced it lasts for about 8
seconds which can be a nice substitute to Stun. It also has notably
faster activation and is ranged - and once again, anything ranged is
terrific for EM. So, having a ranged mez is to compliment our
melee-oriented damage is a good choice. However, it has the same
downfall with Stun - BreakFrees - and it also requires you taking
another pre-requisite power (Challenge
likely) which you will almost never use in your life as a Stalker.
Again, nice things you can do: Mid Air: Intimidate
+ Fly up + Placate + BU + AS + follow ups Mid
Air: Intimidate + Fly up + BU + ET + follow ups TPFoe
+ Intimidate + Placate + BU + AS + follow ups
In I6 build, my main travel power
used to be Fly,
which is totally a matter of preference. I like the vertical element,
and it lets me escape from many people who dont have it after kills. It
also allows me to get a lot of mid-air kills and to get to some people
whom I would never be able to touch otherwise (nice to detoggle
Hurricaners for instance) Another important note for Ninjitsu Stalkers
- correctly-used Fly counters KD/KB/KU, which is a big factor in PvP.
Also, if you choose Fly, get Air
Superiority
as your first power in that set. (Hover is not that useful for a
Stalker anyway, as you can learn to insta-stop Fly by tapping "move
backwards") AirSup does decent damage, applies -Fly, and (last but not
the least) does a KnockDown. How to kill a Tank (or a Dull Pained
Scrapper) without giving them much chance to heal? BU
+ [optional travel in Fast] + AS + ET + AirSup (target falls fown) +
Placate (target is still getting up) + BS + EP This
is interruptable of course, but one has to react and think
incredibly fast to get out of it. If the knockdown goes through, this
works pretty nicely. It works on other ATs too of course, but it is
usually better to just procede with straigh-up damage after ET with
most. Another neat trick, works wonders on anyone withot KD
protection:
BU + TPFoe + ET + AirSup (target falls fown) +
Placate (target is still getting up) + AS + whatever
NOTE: All of the above examples
are Siren's Call level for ease of explanation. Remember however, that TF
can be inserted or substituted at various points if you are in Warburg
or RV to make for yet more neat combinations. In RV, you also have Web
Cocoon (and Blast or maybe Snipe, but thats not as important)! The
opportunities are limitless!!
Concealment Power Pool - This is something I
recommend for Stalkers
to take. There is an alternative route of simply giving up the notion
of not being seen, but I think this is a much better approach for
hit-and-run assassination or hit-and-run-scrap style of play. Now, as
to what to take from Concealment... Well, Stealth
is always a good pick. You stack it with Hide to increace your overall
stealth. However, in RV you will be seen with Hide+Stealth by a lot of
people anyway. So, you can alleviate that by taking Invisibility.
Note that Invisibility is more powerful then Stealth - in fact, even a
Hero at perception cap can not see you more then about 30ft away while
you are running Stealth + Invisibility. Of course, then there is the
issue of Invisibility not allowing you to attack - but no worries, with
a little practice you can get around that problem with ease. Just turn
Invisibility off just before you attack (or turn Stealth on, it will
turn Invisibility off automatically). Remember, a Hero with high
perception will see you point-blank no matter what, period - so you
should never count on landing an AS while being completely unseen
anyway. In other words, having to drop Invisibility just moments before
you stop next to someone for an AS is not any worse then fighting a
CM-ed out team. Furthermore, if you are traveling in at full speed and
you are simply going for initial critical and not AS, dropping
Invisibility last second is even easier!
Now, here is where the catch is though - if you
plan to get Invisibility anyway, it might sometimes be reasonable to
pick up Grant Invisibility
instead of Stealh - if you plan to team a lot. That way you and your
teammates can just GI each other, which is neat. With Grant
Invisibility, a Hero at perception cap will not see you at more then 10
ft! Yes, again, they will always see you point-blank if they are at the
cap - just get used to the idea. But 10ft is not very far at all, and
it still gives you a huge strategic advantage. So, to conclude, I
suggest either Stealth and Invisibility for more solo-oriented players
or Grant Invisibility and Invisibility for more team-oriented ones.
But thats not all. There is another power in
Concealment pool - a power very much worth mentioning. Phase Shift.
This makes you completely intangible for up to 30 seconds - though you
can't attack as well of couse, and you can not Rest either. However, it
is still a very powerful tool if used right. I emphasize "used right"
here - don't count on it to save your life when you are near dead,
because it won't. It has a fairly long animation time, and you have to
use it somewhat pre-emptively for it to work. But if you do use it
right, you may find yourself escaping predicaments you only dreamt
about surviving. Also, it can be used offensively in a neat manner.
When you are fighting someone 1 on 1 and you have a hole in your attack
chain - or when you get one of the nastier debuffs on you - you can
always turn this on, just to drop the debuffs and re-gain Hidden
status. Moments later, you can drop it, and get right back to business
with a nice critical to greet your opponent with. Another neat trick is
to simply stand in the middle of the enemy team in a team fight -
making them waste their attacks (Aim, BU, etc.) on you if they are
silly enough to do that and patiently biding your time. Then, when they
give up on you or get distracted by your teammates, drop it at the
worst possible moment and greet that Defender with a nice critical from
Total Focus follower by a finishing ET. At the very least, you will
always annoy the opposition by having them constantly worry about you
doing that.
NOTE:If you are interested in
Phase Shift you should know
that there is a temporaty power called HyperPhase, that you can get in
Warburg. It has a 30 minute duration and is an exact twin of the real
Phase. So, if you only plan to do zone PvP, it might be worth it to
simply rely on that for some time. Yes, eventually you will run out,
but it will take a bit. The biggest difference is that you can not use
HyperPhase in Arena matches, while Phase Shift you of course can.
My current main travel power is Super Jump,
which is a very nice combination of vertical movement element, high
mobility, and speed. This is a very popular PvP travel power - and it
is so for a reason. Not many things in the game counter Super Jump
(this is where we remember Web Cocoon with a smile again) - and its
very effective both offensively and defensively. Of course, you have
some issues reaching great heights with it - but if you couple it with
Teleport like I did, that solves that problem. On the way to Super
Jump, you can get Combat Jumping,
which allows vertical mobility without suppression, as well as provides
extra Immobilization protection. Finally, if you get Super Jump, you
are just one pick away from Acrobatics,
which is another very nice and popular PvP skill. Its biggest upside
for a Ninjitsu Stalker is the KnockDown protection that it offers -
complimenting nicely to Kuji-In-Rin. It also offers additional Hold
protection and resistance - always a plus.
From the Speeding pool, I suggest considering Hasten.
This is a very nice power for any Stalker to have, but especially so
for an EM Stalker. I used to have this long time ago, even before I6 build.
Then I did not have the space to keep it - well, I hit the 4 pool cap
to be exact. But in this build I was able to fit it back in. Slotted,
this power allows you to speed up the recharge rates on everything you
use by almost a factor of two - not quite that much, and the math is a
bit too long to write out the details, so think of it as 40% if you
wish. Either way, it helps a lot, especially considering EM's inherent
lack of recharge speed. It also greately helps by allowing many key
skills such as Placate, Build Up, Kuji-in-Sha, Kuji-in-Retsu, and even
AS be up so much more often, which can win you many a fight - not even
mentioning the regular attacks. As a small example, in a 10-minute
Arena match, I can have Retsu up for roughly 5 or even 6 out of 10
total minutes - with 3 Recharge slots in Retsu and using slotted-out
Hasten. It also lets me to really stack Kuji-In-Rin for quite an
inverval if I so desire. I personaly think that Hasten is the best
power that the Speeding pool offers, but if you have spare power-choice
you might also consider Super Speed
for a nice addition to your ground travel speed and survivability
versus things that hinder your other travel powers. As a Teleport user,
this is somewhat a mute point for me personally, but if you aren't one,
then SS is often the only thing that can save you when you have -Fly
and -Jump on you. Also, SuperSpeed allows you to easier catch up to
certain people on the ground to land the finishing blow or start off
the AS animation.
MY
BUILD: Please
note that the order in which I put things into slots may be
off. (If you want DMG first and ACC later go for it. If you want ACC
first and DMG later - also go for it. Whatever makes leveling up easier
for you.)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Elernet
Level:
50
Archetype:
Stalker
Primary:
Energy Melee
Secondary:
Ninjitsu
---------------------------------------------
01)
--> Energy Punch==> Acc(1)
01) --> Hide==> EndRdx(1)
02) --> Bone Smasher==> Dmg(2)
Dmg(3)
Dmg(3)
Acc(5)
Acc(5)
Acc(11)
04) --> Danger Sense==> EndRdx(4)
06) --> Assassin's Strike==> Dmg(6)
Dmg(7)
Dmg(7)
Acc(9)
Acc(9)
Acc(11)
08) --> Build Up==> Rechg(8)
Rechg(13)
Rechg(13)
TH_Buf(17)
TH_Buf(17)
TH_Buf(19)
10) --> Combat Jumping==> Jump(10)
12) --> Placate==> Rechg(12)
Rechg(36)
Rechg(37)
14) --> Super Jump==> Jump(14)
Jump(15)
Jump(15)
EndRdx(25)
EndRdx(25)
EndRdx(34)
16) --> Stealth==> EndRdx(16)
18) --> Kuji-In Rin==> Rechg(18)
Rechg(19)
Rechg(43)
20) --> Kuji-In Sha==> Heal(20)
Heal(21)
Heal(21)
Rechg(46)
Rechg(48)
22) --> Teleport Foe==> Acc(22)
Acc(23)
Acc(23)
Range(37)
Range(37)
Range(40)
24) --> Teleport==> EndRdx(24)
26) --> Energy Transfer==> Dmg(26)
Dmg(27)
Dmg(27)
Acc(29)
Acc(29)
Acc(31)
28) --> Acrobatics==> EndRdx(28)
30) --> Hasten==> Rechg(30)
Rechg(31)
Rechg(31)
32) --> Total Focus==> Dmg(32)
Dmg(33)
Dmg(33)
Acc(33)
Acc(34)
Acc(34)
35) --> Blinding Powder==> Acc(35)
Acc(36)
Acc(36)
38) --> Kuji-In Retsu==> Rechg(38)
Rechg(39)
Rechg(39)
DefBuf(39)
DefBuf(40)
DefBuf(40)
41) --> Mace Blast==> Dmg(41)
Dmg(42)
Dmg(42)
Acc(42)
Acc(43)
Acc(43)
44) --> Web Cocoon==> Acc(44)
Acc(45)
Acc(45)
Rechg(45)
Rechg(46)
Rechg(46)
47) --> Invisibility==> EndRdx(47)
EndRdx(48)
EndRdx(48)
49) --> Phase Shift==> EndRdx(49)
EndRdx(50)
EndRdx(50)
Rechg(50)
---------------------------------------------
01)
--> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Assassination==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
FREQUENTLY ASKED
QUESTIONS:
A lot of people contact me asking the same things - not just
here but via PMs and in-game. So here goes..
The Frequently Asked Questions about the I6 build are not included here!
Follow the link and read there!!
(Yes, this is a blatant copy/paste from the top of
the guide.)
1) I see you use a different build in this guide
then in the
Issue 6 one. Do you think that the old build from the I6 guide is
obsolete? Does this mean you think the new build is better?
NO, IT DOES NOT.
Stop making me repeat it. I want to shoot the next person who asks me
that question!
It does not mean that I think the build in the original guide is
obsolete. Nor do I think that this build is strictly better then the
old one. The two builds are very different in some aspects. Where one
shines, the other lacks. Where the first lacks, the other shines. They
sport a different approach to the game. So "why did I change my build?"
then. Its pretty simple, really. I got bored. I PvP a lot, and playing
the same build for a few months just got old. So now its a new build
and a slightly different playstyle. I strongly encourage anyone
interested to read both versions of the guides and decide which fits
closer to your desired playstyle!
2) Do you find the lack of Stamina a
hinderance?
No, I do not find the lack of stamina Stamina a problem.
Neither in the I6 build
nor in the current one. I do not run very many toggles - and as you may
see, even the ones I have are slotted for endurance. The heaviest ones,
such as Invisibility, Phase Shift, and Super Jump - are all 3-slotted,
the rest are 1-slotted. All of my SOs are +3. That allows me to run
around with everything on while only gaining Endurance. Also, here is
the thing to remember - even if you have a few more toggles then me,
you don't necessarily want to run all your toggles all the time in PvP.
Not at all. Turn them on and off as needed. Heck, I jump around without
anything on - not even Hide or Stealth - just to recover endurance when
the zones are not too busy sometimes. My fights are short, hit-and-run
or hit-and-run-scrap style - so I don't run out during the actual
encounters. However, if you take more toggles then I did (and - again -
plan to run them all at once), you might want to consider taking
Stamina indeed. It is a very nice power, I just did not have 3 power
choices to spare for it.
3) What do you think about the "Perception
Arms Race"? Is it worth it?
I advice people to take Stealth + Invisibility or Stealth +
Grant
Invisibility. It makes a big difference in PvP. Can you PvP effeciently
without Stealth? Yes, you definately can - and yes, before you start
pointing it out, I even made a video just to prove exactly that point.
You can still get plenty of kills, using the landscape and whatnot -
and overall its still very playable. However, does being unseen help
you? Incredibly so. You get way more kills, way faster, and you escape
much more reliably. It is very useful, and it just makes your life
easier.
4) Is this a respec build? It seems very
tough to play in PvE..
Yes, unlike the I6 build,
this is a Respec build. However, the only thing thats really
"Respec-like" about it in my opinion is the lack of slots on Energy
Punch. Everything else you can get by with.
5) How come you 3-slot Super Jump for
endurance?
Since I do not scrap a lot - I either hit-and-run or scrap in
hit-and-run style, which I call hit-and-run-scrap - I do not worry very
much about endurance running out during the actual fights. It just does
not happen to me much. Maybe its the experience of months of playing
without Stamina with an even heavier build endurance-wise (Fly). Maybe
its my playstyle. The point is, I don't have that issue. So, when I
want to slot for enduranca I slot the toggles. I know that many PvPers
will tell you that slotting attacks gives you better overall return -
but again, thats when you are scrappy-oriented. It may be true for all
other ATs except the hit-and-run-Stalker. I could say that "if you are
there long enough for your endurance to run out during the actual
fight, you are there too long in the first place - see ***"
Super Jump happens to be my heaviest toggle by a good margin - other
then Invisibility and Phase Shift, which are also both 3-slotted. So, I
3-slot it for endurance. I had the slots to spare. But remember - if
you disagree with this, just slot however you prefer!
PVP
VIDEOS
As a graphical tutorials of sorts..
(Yes, these are old I6 videos. I will post any new ones if I
make some more - no promises though... its a hassle, hehe.)
NOTE:
Please don't stream these. If you
get an error, thats likely because your computer is trying to stream
them instead of downloading the files. You want to download the files
to your Hard Drive. If you don't know how to do it, go to http://www.thatslyfe.com/~elernet
and choose the files directly. (Copy/Paste that into your browser if
the link does not work for you either) Once you see the directory
listing, download the files manuall. (Right click + Save As in Internet
Explorer)
This was the 1st video in the series - and the most
straight-forward one. Just a bunch of good fight clips and fun PvP
moments.
Elernet's PvP Video 1 - Death Lurks in The
Shadows - High Quality
Elernet's PvP Video 1 - Death Lurks in The
Shadows - Medium Quality
Elernet's PvP Video 1 - Death Lurks in The
Shadows - Low Quality
The 2nd video was made as an encouragement of sorts
to all the
Stalkers dismayed by the upcoming RV zone and the alleged incapability
of Stalkers to perform well in it due to Hero-side perception.
Basically, it is a video done without using Hide or Stealth at all.
Elernet's PvP Video 2 - The Invasion of The
Visible Stalker Horde - High Quality
Elernet's PvP Video 2 - The Invasion of The
Visible Stalker Horde - Medium Quality
Elernet's PvP Video 2 - The Invasion of The
Visible Stalker Horde - Low Quality
Elernet's PvP Video 2 - The Invasion of The
Visible Stalker Horde - Very Low Quality
The 3rd video mainly focuses on editing, timing,
and overall
movie-making detail - so rather then picking the best clips PvP-wise, I
was going with the best-fit ones editing and music wise. If you are
looking for pure funness of fight-scenes, watch the 1st one instead.
This one was a new approach as an alternative to simply stringing
together the best-looking clips I have. Elernet's PvP Video 3 - Good Morning,
Sunshine - High Quality
Elernet's PvP Video 3 - Good Morning,
Sunshine - Medium Quality
Elernet's PvP Video 3 - Good Morning,
Sunshine - Low Quality
Hopefully you guys like them. For all 3 videos, I
very strongly
recommend getting the High Quality versions - or at least the best
possible versions that you can afford downloading. In some of them, the
difference is rather drastic.
The sound starts after the titles in 1rst and 3rd
video and a few seconds into the game-play in the 2nd. That is
intentional.
You will need the latest version of
Microsoft MPEG4 V2 and XVID codecs to play all the files.
Thank you to everyone appearing in the videos. No
clips were
selected on purpose and the only character consideration used was to
ensure that no single character appears more then once as a target in
the videos. Thanks to Carnal Shadow for the soundtrack idea for Video
3. Finally, many thanks to Slyfe for graciously providing the
web-hosting for all this. An alternative route to download all the
videos is through his website, which contains all
his and mine clips.
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