How I deal damage (AKA my Assault abilities) is a pretty simple concept:
Tier 8 Shred utilizes the almost constant passive Suit Power regen that you'll need to maintain the resources to crank out damage like nobody's business. Additionally you must make sure you are behind the target to utilize the Tier 4 passive buff (which in turn is a huge DPS increase).
Tier 8 Impale is your bread and butter for high damage. Stalkers do it from behind, so you have to do your best to remain behind at all times to not only maximize damage on the majority of your abilities, but to ensure that passive AMP buffs like Onslaught have maximum uptime.
Tier 1 Punish is your crit-based proc filler ability, and also a way to jump-start your Suit Power regen after spamming Impales on your target (being that sub 35 Suit Power punish generates 30 extra suit power). Costs no suit power to use so make sure you use it below 35 Suit Power (meaning if it procs, don't smash the pretty button unless you are below 35 Suit Power or else it's a loss of DPS).
For my final (and most flexible spot) I take Tier 5 Concussive Kicks as my last DPS ability as I believe it fits the best with this straightforward DPS build. Because of its Tier 4 buff you get yourself a big hitter every 8 seconds that is off the GCD and costs no Suit Power. A way to slam a button that's a heavy hitter while you wait for your Suit Power to regen for your Impale spams.
However if you're having trouble with Suit Power or want to change it up I would slide in Ruin for some extra damage as well as another way to generate Suit Power with it's Tier 4 passive upgrade.
If you want a little more of an AoE spamming ability I would look at Tier 5 Neutralize being a reasonable substitute.
For the utility of a Stalker, which in my opinion is a very solid toolkit, I will look to go this route:
For my interrupt abilities I would take Stagger and Collapse. Both add a small amount of damage as well as a very quick way to get rid of some pesky Interrupt Armors.
If needed I can substitute one of my quality of life abilities listed below for False Retreat as a way for me to be able to destroy up to three Interrupt Armors (which is an incredible asset to many a 5 man, 20 man or 40 man group as Interrupt Armors will play a huge role in many encounters; and having one class able to take away three at a time will be a huge benefit). The added benefit behind False Retreat is a player is able to use it as a quick and easy way to avoid telegraphs with one press followed by the 2nd press bringing you right back into the fray - not too shabby.
In conjunction with my interrupt abilities I would choose Preparation as a filler to maintain a little extra Suit Power regeneration whenever I can fit it in. With the amount of movement and potential time off boss having a simple button to press to either regen or to even sit and complete a full channel for some extra Crit is a big asset to any Stalker toolkit. For my final ability I choose the straightforward Pounce as a gap closer for fights that require a large amount of movement.
However If you're like me and are an aggro fiend (I am an Aggrodesiac after all...) having an ability like Tactical Retreat is never a bad idea as a way to get out of a sticky situation and/or to give your tank some much needed breathing room.
AMPS!
As far as AMPs are concerned I took the best set up I could in regards to focused damage. If both mastery AMPs stack (currently not stacking on live) I would do my best to either move my build around or utilize Elder Gems to snag some extra AMPs to be able to snag both. Additionally with my final three points I have them currently in a 15% reduction in CDR meaning less time between interrupts, less time between Kicks/Punishes, less time between restealths and reopeners (big DPS cooldown utilizing restealth after it comes off of cooldown, coupled with Unfair Advantage AMP is something that should not be overlooked) etc. AMPs will, like all things in Wildstar, have the potential to be changed on an encounter by encounter basis but this is my solid set for now.
Rotation would be (subject to change on the fly due to any one of a number of unforeseen circumstances during encounters):
Open from Stealth:
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Impale spam from behind followed by Punish once you're below 35 Suit Power (the crit will be guaranteed out of stealth, so be sure to hold onto the proc until you're below 35) followed by your 8 second CD Concussive Kick. Follow that up with Shred spam until you're back to full SP and then rinse, repeat. Key is to make sure you use your Punish proc only when you're below 35 Suit Power, and use your Concussive Kicks when low too (as it is no Suit Power you might as well use it while regenerating your SP for Impales anyway). Relatively straight forward rotation that requires precise execution of positioning and timing to maximize DPS. As always your rotation is ignored during phases that require your interrupts as those will become your #1 priority. Take advantage of your utility abilities to keep yourself at max regen of SP and keep maximum uptime on buffs like Onslaught or Shred and do your best to stay out of the red and keep on doing da' damage!
Essentially this build does two things: Brings crazy damage and a large amount of utility. I can't wait to see more of Stalkers in action, but for now this seems to be the most balanced build to bring the pain and help the raid at the same time.
Best of luck and happy hunting,
Aggro
How do u have 48 ability points and 55 amps? Should only be 41 ability points and 45 amps.
Thanks for the writeup. I might not use the build, but it sure gave me some good pointers!