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Posts
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Fiery Embrace adds Melt Armor from Pyre Mastery becomes dangerous! Is Dark Melee the best aggressive primary for Fiery Aura/Pyre Mastery?
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That's quite a damage boost O_O Then I think Dark Melee sounds like a good choice to go with. Does Brute's fury boost the damage granted by Fiery Embrace?
EDIT: Does Fiery Embrace adds damage to Blazing Aura? -
But tooltip of Fiery Embrace enhances both the melee attack and fire damage, and some Fiery Melee attack does both lethal/smash damage and fire damage. Wouldn't FE add more damage to Fiery Melee than every other primary?
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Dark Melee and Fiery Aura seems to sync rather well, with good self-heal and recovery, as well as PBAoE damage. However, the ability Fiery Embrace from FA adds damage to not only melee but all fire damage, which means Fiery Melee gets the most damage buff out of it, yes?
So the question being, DM or FM, with FA? -
Where can I find out about all the upcoming power sets? (and changes?)
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So basically you guys go all out on damage enhancement. Even by looking at it I feel sorry for your enemies
If I go with Flame Mastery to pick up Melt Armor, is it wise? -
Quote:Thank you for the sample build, mind I ask a few more Qs?Below is the build I run currently. 90% of it was made up of concept, so my numbers may not be as high in some areas as people would like. The only true throw-off powers were Grant invisibility, and invisibility. With the Scorpion Shield and Weave, my defense is 40% S/L, 39% Energy, 28% Negative energy and 16%, 22%, 18% melee, ranged, and AoE respectively. Aid self makes up for the times that I fall short.
It started out as a leveling build so I could exemplar down and still have pretty much everything. And the only thing that changed was Zapp and Voltaic Sentinel were removed. They were only removed for lack of use. That's when I picked up the invisibility pool for the recharge bonus. And the best part was not having these bonuses previously. When my defense gets debuffed, I still know how to play the character so it's not like a crutch.
1) I notice that you have the first two abilities, Lightning Bolt and Electric Fence, were fully slotted. How often do you use the Bolt and is the Fence an effective damage dealer (weave into rotation that is).
2) How about Short Circuit?
3) What is your rotation like for single-target and for group? -
If I go Blapper, what are some of the range (primary damage abilities) should I pick up? The first ability is a given, but should I just pick up AoE and skip single target range abilities?
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Quote:Sounds like Blapper is more sinister than Scrapper in terms of damage output? (this is gonna be a villain btw)Personally, if I wanted to go with a melee meat grinder, I'd use a spines/fire or spines/elec scrapper. Multiple damage auras, lots of AoE, you can take a reasonable beating... overall better suited to being in close quarters with dozens of hostiles. But to each his own, being able to obliterate a spawn in under five seconds has it's appeal.
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I posted in the Scrapper forum earlier, so here we go again. I am thinking about building a Blapper, possibly a Elec/Elec/Mu, but I have no clue on how damaging/surviving a Blapper is without all the defensive stats of a Scrapper.
Almost all moves seem to deal damage and I wonder if I should just slot them with +damage and maul enemy over, but then I run out of slots.
Then there's the selection of the epic power set and power pool, I pic Mu at this moment but felt a little redundant with Fence and Shackle. Leadership doesn't look so right there either.
Here is a sample build subject to major changes:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Iscandar: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Bolts -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(17)
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(21)
Level 2: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(46)
Level 4: Lightning Field -- Dmg-I(A), Dmg-I(9), Dmg-I(13), EndRdx-I(15)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43)
Level 8: Aim -- RechRdx-I(A)
Level 10: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Acc/Dmg/EndRdx(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Stpfy-KB%(A)
Level 16: Build Up -- RechRdx-I(A)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 24: Maneuvers -- EndRdx-I(A)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(29)
Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Rchg(33)
Level 30: Assault -- EndRdx-I(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(43)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Shocking Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(46)
Level 47: Summon Adept -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-EndMod(5), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
Oops, my mistake, this was meant to be in a Blaster forum
Can a mod move this away?
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I am thinking about making a Blapper, possibly Elec/Elec, but I'd like to know the pros and cons about this esteemed style. Given less survival power of a regular Scrapper, how do Blappers survive, aside from killing enemies very quickly
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Again, thx for all the help. I will tinker my character and see how it goes. So far I still have some endurance issue but not as frequent as it used to be, just on boss and above (still feel like there's something I'm missing but I will have to find out by playing more).
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Quote:Wait, so you can actually restore endurance right after Blizzard? I thought it cancels any recovery effect... hm, I guess that excludes the blues and Power Sink...a) Blizzard is fun.
b) It does a ton of damage. Even you said, "they almost always [die], except maybe Freakshow who revive themselves."
c) Positron's Blast provides you with more recharge at 5 slots.
d) You can refill your endurance while the mobs flop around with a small blue inspiration and Power Sink.
e) See point a.
Might as well have Ice Storm and Blizzard both slotted with Positron. I usually go with Freezing Rain -> Ice Storm -> Blizzard. -
Quote:My Stamina slotting must've been a mistake, since I would put in another +end enhancement. I should proof read next time.Except that the fifth slot in Stamina is a recharge/accuracy IO which provides a 2.5% damage bonus, and therefore won't improve your endurance recovery at all. You would get more endurance aid by slotting that IO into an attack power for more endurance discount. (say ice bolt). Also in the case of Hurricane, you can afford to loose the debuff/recharge IO with minimal impact to performance. There are lots of little tweaks that can be made, and as I suggested before, I think the build Doomguide posted includes some important ideas (better slotting on Blizzard for example).
I confess that I am rather clueless about Doomguide's Blizzard slotting there. I use Ice Storm more often and despite it has less damage it doesn't drain me like Blizzard would. I use Blizz only when I know the enemies would die; they almost always do, except maybe Freakshow who revive themselves. What is the reason behind Blizzard slotting Positron? -
Quote:Whao, some very nice info on killing more efficiently, thanks manSome quick thoughts looking at the most recent build you've posted (which are mostly in line with Doomguide's changes) although no mids at the moment so it's just what jumps out at me. In general I would try to focus your set bonuses on either defense for survivability of recharge for offensive power. In most situations +recharge will increase your damage output more than +damage:
Freezing Rain could use more recharge. You want it up as often as possible (especially since it stacks with itself)
Stamina is overslotted, I would move that fifth slot somewhere else.Although it is a little sad to know that Corruptor cannot dps closer to other AT as I'd hope. Freezing Rain seems to be one way to reignite that hope though, consider it stacks eh? Oh wait, it benefits the entire team
As the original purpose of this post, I slotted extra in Stamina because I had difficulty with endurance, although stop using Snow Storm on bosses does help a bit. I need to test more to see if I can maintain a rotation without going dry, perhaps more recharge on Power Sink? -
Quote:After trolling the forum for a while, I notice that most people go for as much def and +hp as possible regardless of builds, instead of +damage as their AT suggested. Is there a reason for that? Is it foolish of me to play an aggressive Corruptor with +damage?While it adds to the overall cost you can create two builds ... use one to try and max out your damage set bonuses. Use the other to follow a more typical +recharge and/or +defense type build.
Quote:Grab the +max Endurance accolades. They can help a great deal with net recovery (roughly 0.33 end/sec in the case of your most recently posted build).Permanent buff based on badges O_O Never heard of it!
Quote:Here's an alternate build for thought, originally I had swapped out Thunder Clap for Combat Jumping (and added in a LotG +7.5% recharge). Since you wish to keep TC I moved two slots from Freezing Rain (which did hold damage procs) to TC and 3 slotted it to up the accuracy enhancement in the power. -
This is my new build from Mid's. I removed all the 5-cap bonuses and added in some others. The only one I have question about is the Assault ability. I probably would turn it off on boss fight to conserve endurance. Outside of that I think the recovery should be enough... maybe?
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Zyxon: Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Bolt- (A) Devastation - Accuracy/Damage
- (7) Devastation - Damage/Recharge
- (7) Devastation - Damage/Endurance
- (9) Devastation - Accuracy/Damage/Recharge
- (A) Explosive Strike - Damage/Knockback
- (40) Explosive Strike - Accuracy/Knockback
- (A) Devastation - Accuracy/Damage
- (9) Devastation - Damage/Endurance
- (11) Devastation - Damage/Recharge
- (11) Devastation - Accuracy/Damage/Recharge
- (43) Endurance Reduction IO
- (A) Endurance Reduction IO
- (13) Endurance Reduction IO
- (46) Impeded Swiftness - Chance of Damage(Smashing)
- (A) Kismet - Accuracy +6%
- (40) Kismet - Defense/Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Basilisk's Gaze - Accuracy/Hold
- (13) Basilisk's Gaze - Accuracy/Recharge
- (15) Basilisk's Gaze - Recharge/Hold
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense/Endurance
- (17) Luck of the Gambler - Endurance/Recharge
- (19) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (19) Positron's Blast - Accuracy/Damage
- (21) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (23) Positron's Blast - Accuracy/Damage/Endurance
- (A) Flight Speed IO
- (A) Shield Breaker - Chance for Lethal Damage
- (23) Shield Breaker - Defense Debuff
- (25) Shield Breaker - Accuracy/Defense Debuff
- (25) Shield Breaker - Defense Debuff/Endurance/Recharge
- (27) Shield Breaker - Accuracy/Endurance/Recharge
- (27) Achilles' Heel - Chance for Res Debuff
- (A) Devastation - Accuracy/Damage
- (29) Devastation - Damage/Endurance
- (29) Devastation - Damage/Recharge
- (31) Devastation - Accuracy/Damage/Recharge
- (43) Devastation - Chance of Hold
- (46) Endurance Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge
- (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - Recharge/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Stupefy - Chance of Knockback
- (A) Steadfast Protection - Resistance/+Def 3%
- (33) Steadfast Protection - Resistance/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (34) Basilisk's Gaze - Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (34) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Accuracy/Endurance
- (A) Endurance Reduction IO
- (A) Damage Increase IO
- (36) Damage Increase IO
- (36) Damage Increase IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Damage/Endurance
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (39) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (A) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy
- (42) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Endurance Reduction IO
- (45) Resist Damage IO
- (45) Resist Damage IO
- (45) Resist Damage IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage
- (48) Expedient Reinforcement - Damage/Endurance
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (50) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (5) Performance Shifter - EndMod/Recharge
- (5) Performance Shifter - EndMod/Accuracy/Recharge
- (40) Performance Shifter - Accuracy/Recharge
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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You people enlighten me
Quote:Thx for the info. I am still new to the Mid's. I used to be a Mac user *gasp*.On Mid's, click on 'View Active Sets' - it will show any wasted bonuses you have due to the rule of 5.
The Procs (Positron, Achilles) proc in the initial cast and then once each ten seconds, freezing rain lasts 30 secs so it will proc thrice (maybe 4 times? 0, 10, 20, 30? not sure but at least 3 times). And you can keep the proc and get rid of the dam/range on Ice Storm since you'll still be damage capped on the power and you don't need more range for Ice Storm - the proc is worth it imo because it can fire twice over the 15 secs duration of IS.
As for damage cap, paragon wiki says it's 500% for corruptor. Does individual ability has its own cap?
Quote:Elite Bosses usually aren't worth using Snow Storm on, in my opinion; I use it to keep things grouped together for AoEs and slow down a crowd, but focused fire on an EB, especially with Ice Blast, will floor their movement and recharge plus you can kite easily with the short animations. That will help your recovery and not cost you an extra slot simply by not using a power when it would be redundant. Also remember that if you're using Hurricane you only need to get it active and you can move away for several seconds before the debuff wears off and it needs to be applied again - kiting will make the AI spend more time chasing you than attacking and help as much as anything else you have available, and staying in melee range even with Hurricane running can be detrimental to your health. My Ice/Rad "tanked" Lord Recluse long enough to take down two towers after the main Tanker died on a STF just by kiting.
But Snow Storm's -50% recharge seems like a great deal of debuff, isn't it? -
Thanks for your detailed assistance!
Quote:I confess that I have NO idea about this rule, I thought more bonus is better without knowing that 5 of the same name cannot stack further. I suppose if anything I should go for +1.5% or something.Your build has 8 of the 2.5% +recovery set bonuses. Due to the http://paragonwiki.com/wiki/Rule_of_...e_Law_of_Fives only 5 of them are actually aiding in your recovery totals. You can see this (as well as any other set bonuses over the limit) if you click on "view active sets" Most of the time you want to try and avoid more than 5 of any given bonus in a build. 'Most' because sometimes it can be unavoidable while chasing a very desirable bonus in a particular set but typically another set or choice can avoid the extra bonuses.
Similar to Kioshi I would go after either recharge bonuses or perhaps ranged defense bonuses.
I haven't had any recharge issue however. I find I get plenty of breathing room since I go with Cold/x, have two hold abilities. It's during elite-boss or arch-villain boss fight that I have to turn on all survival tricks (Mist for defense and resistance, Hurricane for -hit, Snow Storm for -recharge, Rain for -resistance, etc) and my endurance goes down the drain very very fast. If it's a chain ambush then the flow goes the same way, no rest no endurance, which is why I decided to go with more recovery and +damage.
Quote:
I'd reduce both Snow Storm and Gale to only the base slot. You gain very little from 2 slotting those powers and those slots could readily be used and are more valuable elsewhere. Likewise the 6th slot in Ice Storm is not worth slotting for the set bonus, the slot would be better used in another power. In each case where you've slotted 5 Basilisk Gaze (gaining the 5% status resistance set bonus) ... I personally have found very little use for status resistance bonuses. Do to the way status resistance works it takes very large amounts to make what I would consider significant change in how long one is mezzed (as in amounts measured in 100's of percent, 5% is a drop in the proverbial bucket, or put another way 100% resistance reduces the duration to 1/2 of the original duration). Given this I would either be looking to either use a different enhancement in the 5th slot or use the slot in another power (or even add a 6th slot and use a different set in the 5th and 6th slots).
I get the 6th slot on Ice Storm for the damage proc on Positron set. I noticed though it seems to proc only once per cast, instead of several times over the course of its multi-target DoT. If that's the case then yeah it's pointless.
Should I just do 4x Basilisk Gaze for the recharge bonus then? Maybe it's a better idea to use Lockdown for the 5th and 6th so I get the +3% damage bonus? (again, is +damage worthwhile?)
Quote:
Thunderclap - if you intend to play primarily at range it's probably not worth choosing (or not slotting up beyond the base at least).
Quote:Freezing Rain - Recharge then more recharge till one hits ED caps then either use the slots in other powers or consider using procs and NOT damage enhancement in the remaining slots.
Blizzard - Either slot it for usage or take another power. Personally I'd move some of the above mentioned slots into Blizzard and use it.
Again, the issue comes when I have to battle Elite-Bosses. I need a lot of tangle to keep the survival tools up, hardly helping when I also need to attack. -
Quote:Thank you for your help. What are the three 2.5% recovery wasted you were referring to?You have 3 2.5% recovery bonuses that are wasted, not sure why you have the steadfast unique since you barely have any defense, but overall your end recovery is good in this build.
There's a lot I'd change (Blizzard unslotted is as good as not getting it, I'd go for more global recharge instead of chasing damage bonuses, I'd put a generic recharge instead of the dam/range in Ice Storm, you probably don't need 3 holds), but think I'd better refer you to a Guide on Storm by someone who is way more experienced with the set than me:
http://boards.cityofheroes.com/showt...15#post2750515 -
My character is a RP toon so it's for style reason that I went Ice/Storm. Per Siolfir's suggestion, I think Mu Mastery is a nice set to have without breaking the theme of the character.
Never posted a Mid's before but here we go, note that my character is currently 47, and does NOT have most of the IO sets in place. What I have right now are mostly one slot of end-reduction. This is a very rough draft.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Zyxon: Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Villain Profile:
Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11)
Level 1: Gale -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(45)
Level 2: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(39)
Level 6: Hover -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(15)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(19)
Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(21), ImpArm-EndRdx/Rchg(21), ImpArm-ResDam(23)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(29), ShldBrk-Acc/Rchg(29), ShldBrk-DefDeb/EndRdx/Rchg(31), ShldBrk-Acc/EndRdx/Rchg(31), ShldBrk-%Dam(31)
Level 18: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(33), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(36)
Level 22: Boxing -- Stpfy-KB%(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 26: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(39)
Level 30: Afterburner -- Flight-I(A)
Level 32: Blizzard -- Empty(A)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Thunder Strike -- Oblit-Dmg(A), Oblit-%Dam(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 47: Power Sink -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48)
Level 49: Charged Armor -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/Rchg(50), ImpArm-ResDam(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(39)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run -
I play a Corruptor on controllish side with all the debuff from Storm Summoning, but the endurance drain is unbearable in some fights (mostly tough bosses). My recovery is on average 3% and occasionally higher thanks to Numina, Miracle, and Performance Shifter, but it still can't handle having both Steamy Mist and Hurricane on, and still keeping up the damage rotation and throwing in occasional Freezing Rain and Ice Storm. Against smaller enemies I have no trouble AoEing them down.
I wonder if there's a trick to recover that I am unaware of. -
Thx for the advices! I got a few more Qs regarding the spec:
1) What is the penalty on debuffs when used on 4+ enemies? And penalty for ToHit?
2) I notice your enhancement focused a lot on +regen and +hp, is it critical in high level play? (my toon is 31 atm).
3) Cauterize you put two +range IO in it, is it also for survival?
4) What would be the attack sequence for your spec? It looks like only three abilities would be potential damagers here. -
Hello folks, I got some questions about Dark/Thermal combination. I am trying to build a proactive healer, with persistent Dark Blast to reduce foes' ToHit and debuff them with Thermal abilities, and heal my teammates at appropriate time, just like the original concept of a Corruptor in CoV. I want to be able to do decent damage in solo and in team. Here is what I come up with:
1 - Dark Blast
1 - Warmth
2 - Gloom
4 - Moon Beam (useful in solo at regular difficulty, not sure if it's needed if I raise the #)
6 - Dark Pit (not sure about this one)
8 - Tenebrous Tentacles (use as one of the AoE)
10 - Fire Shield
12 - Nightfall (the other AoE)
14 - Cauterize
16 - Plasma Shield
18 - Torrent (solo life saver)
20 - Power of the Phoenix
22 - Thaw
24 - Hasten (so far I haven't needed it, may not stay)
26 - Life Drain
28 - Forge
30 - Assault (nice for solo and team)
32 - Hover (keeping the distance but may not be vital, allows Defense set enhancements)
35 - Heat Exhaustion
38 - Melt Armor
41 - Oppressive Gloom (for solo mainly)
44 - Dark Consumption
47 - Soul Drain
49 - Soul Transfer
Questions:
1) Against a 4+ enemy, how much ToHit do I need?
2) I skip Black Star because it doesn't suit the goal of this character, instead I want to use Soul Drain as extra AoE (and to a lesser degree Dark Consumption as well). I am considering skipping some other abilities, such as Dark Pit (rarely used, could use some tips), Moon Beam (good opener on regular difficulty but may rely more on AoE later on), Hasten (haven't found a situation that requires it, but could be useful since I only got two heals), and Hover (provides Defense set enhancement such as Luck of the Gambler and Gift of the Ancients). Any suggestions?
3) For a proactive healer build like this, what are some of the enhancements/set bonus one would use to maximize the utilities? Personally I find lots of +Recharge, +Recovery, and +Endurance useful, at the same time I want to have enough +dmg as well to keep the build versatile.