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Quote:That's quite true. I won't argue with you there.Was with you till you got to here. First, soloing a plyon is NOT a basis for performance for anything. At one time there were buffs on test for claws that got ROLLED back by the devs precisely because it allowed that set to solo a plyon too easily. THAT again is NOT the base level of play expected.
The Pylon just happens to be a great way to accurately measure DPS.
That being said, let's see if we can modify it a bit.
As long as your character is the sole DPSer, you don't have to be "solo". You can have a few friends there for support, keeping you alive as long as they aren't providing buffs that would throw off the DPS calculation.
I hope that's a bit better.
Quote:Secondly, alot of folks couldn't care less about dps. Some just play, to play and min/maxing is the last of their concerns.
... But who cares?
But to say "Who cares?" means that no one cares. Where a lot of people actually do.
Otherwise KB wouldn't get a thread like this once every few weeks.
And I think that people who are playing a melee, who have never thought about calculating their attack chain, and could care less about their exact DPS and just want to have fun will not be having fun when someone KB scatters the mobs they were fighting all over the place.
And I've been focusing on melees because they take the worst of it when KB starts scattering mobs. But my ranged AoE users hate it as well.
Quote:I'm not sure how much you really mean this, but honestly I've grown tired of this argument. Willpower has 8 other powers, and while the rez isn't doing you any favors while you're still alive, the rest certainly are.
KB scatter removes that fight.
Quote:If a few enemies being knocked out of RttC is all it takes to faceplant you, apparently nigh-instantly, then it sounds like you're fighting enemies which are too difficult for you (and your team) to handle.
Quote:Brutes get a more limited version of Gauntlet. If you've been attacking the enemies surrounding you, they will be aggroed. And since you're Dual Blades, Typhoon's Edge is definitely getting lots of use.
Quote:Question: What are your thoughts on Dominators? Mezzed mobs don't generate Fury either.
As long as the mobs get locked down after the Brute takes the alpha and has himself surrounded, it's generally not a problem - because the mobs are still close enough to allow for the Brute's attacks to generate/maintain Fury.
The problem with KB scatter is that the mobs are no longer in range of melee attacks. They're no longer near each other, nor are they near the Brute, to fuel or be targets for any number of powers that require mobs to be close to the Brute/Melee.'
Quote:Originally Posted by ArcanavilleI'll give you Claws. But force blasts are much more common (Iron Man's repulsor rays, for example) and there are other forms of knockback that parallel the game, such as Storm's control of winds or Magneto's control of magnetic forces. And Assault Rifles in the game have knockback primarily in the grenade, and comic books are often depicting explosions as knocking things around (probably far more than they would in actual fact).
Which to me implies a greater level of control over KB than players have, especially with regards to toning it down as needed. -
Quote:Enemies being out of range of RttC are not providing regen. This is how Willpower survives.Of course, if the enemies are on their backs, you don't need mitigation.
Quote:If they've been in melee with you, you've been taunting them and they're in Melee mode, so they'll come running back into melee once they stand up.
Most brutes don't take taunt. And RttC has the weakest taunt of all taunt auras falling in well under 2s (1.5 offhand I think).
Quote:Well, my previous post specifically addressed "Willpower" and ignored your complaints about Brutes and Dual Blades. But if you want to get down to it...
- Brutes gain fury from attacking as well as being attacked. If things aren't hitting you, hit them to keep your Fury going
Running around trying to hit mobs that have been scattered all over the place makes this both frustrating and pointless. You won't maintain fury in this situation.
Quote:- You don't need 100% Fury to be awesome. I totally understand the chase after the Fury bar (I've been there), but you don't need it. Fury boils away fast, but it comes back just as quickly.
- It is far more likely that your combo will break due to hitting the wrong power than because an enemy was KBed out of range. Hell, I've kept a combo going between spawns on numerous occasions.
- Attack Vitals only really provides "big DPS" against single hard targets: in orther words, Elite Bosses, Archvillains, Monsters, and Giant Monsters. Targets that aren't going to be KBed anyway.
You're not leaving the Brute/Melee much option to play their character as intended here, and it sounds more like the Brute/Melee should have to rework their playstyle to one that is both ineffective and frustrating to accomodate KB users.
Not needing mitigation because the mobs are scattered isn't really something a brute is happy about.
Should the Brute really just accomodate the KB user, ignoring their Fury bar (and thus damage capability) , their keystone power in their secondary, their aggro control abilities and any PBAoEs they have?
That sounds about as unfun as any activity can be in this game.
I don't often use the add/edit note feature in the game, but I've made exceptions here and there for players that obviously had no regard for their teams and instead just wanted to throw mobs all over the room.
Quote:Originally Posted by Leo GThose aren't attack chains. Those are attack strings. And everybody who doesn't click one attack and stand around for 5min before pushing another one does this. I'm more or less talking about players posting a Mids' build and then asking for advice and are like "And what should my attack chain be? Because I was thinking blahblahbla".
I mean, really? You can't just shoot/hit with whatever powers?
No, not if you want to maximize your damage.
And not everyone does that. A lot of people just button mash like you posted I imagine.
A structured attack chain means you have worked out the recharge needed, adjusted the cast times to reflect the animations and chosen the most optimal sequence of attacks to form a seamless chain to inflict maximum damage.
If you really think there is no difference between the two, build a scrapper and solo a pylon twice, each time employing a different method. -
I generally drink Espresso.
Illy and Lavazza when I can get them at decent prices, otherwise I often buy from a local Coffee shop that roasts their own beans.
I just bought a bag of "Samatra" coffee beans from Costco, and I'm digging the very different flavor (and it's less harsh than some of the coffee I drank when I was actually in Samatra).
Quote:Squats.Now I'm feeling guilty for not being in there lifting heavy things like I should be. *sigh* Well, whatever motivates. Off I go. At least it isn't squats day.
For 4 months last year on a bulk, I did a 5x5 program 3 days a week (Stronglifts, you might have heard of it). The program called for Squats on Mon, Wed and Fri. You increase the weight on the bar by 2.5kg each new workout, if you completed 5x5 the previous workout.
That's 75 squats a week, and a constant incremental increase...
Started to wear my joints out and I was walking like I was 90. I'll never do it again, but I did gain about 12 pounds of solid muscle.
Quote:I just want to remain in good enough shape to handle the zombie apocalypse. Course... I never do any cardio so I'm probably gonna die. But at least I'll be able to carry a LOT of ammo.
If you do squats and deadlifts regularly, and lift heavy - you don't need cardio.
And you'll look like a beast. -
Quote:Depriving others of their playstyle is exactly how a lot of groups and, especially melee players feel about KB. It does exactly as you described.But then, if your style completely deprives someone else of theirs, can you not find a middle-ground compromise? Perhaps ask them if you can get off an alpha before pushing the enemies around? Even if it's not the most efficient, efficient doesn't equal fun.
And as far as fun goes, having mobs scattered all over and knocked away from you is the diametric opposite of fun for any melee player, anyone with AoEs, PBAoEs - which includes debuffs, damage and heals.
Quote:I'll own up once the anti-KB side owns up to wanting a dumbed down AI game where all you have to do is click attacks and then run to the next target...
Quote:I'd be curious to know how KD will mitigate a foe by causing the enemy to waste time getting up to run back to you.
And what option do you have when you want to move NPC A to point B?
In fact, making the mobs run back to me prolongs the enemy's life, not mine.
As for the second part, the only time I want an NPC to move from point A to point B is when point B is directly in front of me...so Teleport Foe? -
Quote:It's mostly an efficiency problem.Unless you're fighting range-heavy mobs (which are fairly rare), then I don't see the concern. The enemies will generally be knocked back out of your RttC, at which point they're not attacking you anymore, will then stand up and run right back into RttC's range to go back to meleeing. I suppose if you're relying on large numbers of weaker enemies in order to take hits from a larger enemy, I could understand the trouble.
I have the mobs locked in taunt from my attacks, feeding RttC, in range for Foot Stomp and nicely packed for my PPP AoE as well as all of the AoEs of the ranged support players. On top of this, as a Brute, I want them to attack me for constant high levels of Fury.
If I have to suddenly stop, and chase down targets one at a time to kill them - it becomes an exercise in frustration. Especially since I don't need the mitigation from KB.
Sinlge target knockback isn't really a problem here, but reckless AoE KB scatter all over the place is just messy and inefficient. -
Quote:Hi Umbral, thanks for the help.Well, first things first, we've got to rid of those useless standard cast times. Converting them into Arcanatime, we get 1.452 seconds for Punch, 1.716 seconds for Haymaker, 2.376 seconds for KO Blow, and 1.32 seconds for Gloom.
I had Arcanatimes worked out, but it's my first time using Arcanatime, so I wasn't confident in my numbers. (Good thing too, my numbers were wrong.)
Quote:I'm assuming that the precedence of DPA (highest to lowest) is going to be the standard KO Blow>Gloom>Haymaker>Punch since you didn't post damage or any of the derivative information thereof.
DPA as calculated by mids (254% Global Damage bonus from 85% Fury, single stacked Rage, and set bonuses. All individual attack damage bonuses are ED capped at 95% or so, except Gloom which is at 89.92%, I think I'm going to rework Gloom's slotting and sacrifice END to get to the DAM cap)
*note: I often hover around 85%~90% Fury, but went with the lower number.
Punch 187.6
Haymaker 308
KO Blow 668.5
Gloom 361.2
Those numbers are definitely higher than I'm used to seeing in game when solo, I'm going to assume SM/L resistances are the culprit.
Quote:Also, I'm going to assume you don't really care about Fury generation, but, then again, SS isn't the set to try to generate Fury with (because its attacks are all slow...).
When I did my first pylon test, I kept myself surrounded to saturate RttC and help maintain fury.
Quote:Now, because KO Blow is the high damage power, its recharge is going to be the fundamental operating period we're going to base the rest of the chain around. Essentially, we're going to be using KO Blow and then spend the next 7.76 seconds trying to do as much damage as possible without overstepping our bounds too much. Gloom is, by far, the highest of the DPAs of the remaining powers, so we're going to use Gloom every chance we get. All we have to do now is make sure that we can use Gloom as often as possible within that time period. So, with a little paper work, we get...
KO Blow>Gloom>Haymaker>Punch>Wait(.528 seconds)>Gloom>Haymaker
It's all pretty obvious as to what you choose (the first 4 are just running through the powers according to their DPA) until you get to the last couple of decisions. That short wait is preferential to using Punch again (which would necessitate reordering the attack string segment to Punch>Haymaker>Punch) because Gloom, even increasing its animation time by .528 seconds, still has better DPA than Punch (39.7 compared to 28.7). Haymaker is used rather than Punch because, even though it forces you to wait slightly longer before using KO Blow again, Punch just has such incredibly horrible DPA.
Rather than punch, would there be value in adding Footstomp to fill in the gap?
I'm assuming no, since footstomp has such a long cast time and lower DPA than Gloom, but figured I'd ask anyway.
Quote:Originally Posted by SilveradoI personally use Haymaker, Punch, Gloom.
Better for Fury generation, better for end-efficiency and not too much recharge required. You can also do Haymaker, Punch, Gloom, Punch which is even easier rech-wise
But thanks for the input. -
Quote:And that's why KB has such a bad rep, a lot of players join with KB and don't include the team's plan when they use it recklessly.If your in a team and your "plan" doesn't invlove... the TEAM... you should be soloing. And when your team has a knockback user, you include THAT in your plan...
I can say with certainty that the vast majority of teams I've been on have had the same general plan.
1) Lockdown the mobs in a tightly packed bunch, usually around the Aggro Control (Tanker/Brute) and other melees.
2) Everyone goes to town with their AoEs, PBAoEs and Radius based debuffs.
Quote:Originally Posted by Fleeting Whisper/targetname Wu1f3rine
/follow
/powexectoggleon Hurricane
/afk
Most of the time they either sorted themselves out or got kicked from the team. Because helping mobs live longer was not the team's plan.
I've also been on teams where the KB player was smart. They targeted mobs that had locked onto squishy support characters and sent them flying into a wall. No one ever complained about them. -
I'm looking for assistance in figuring out the best ST attack chain option available to my SS brute.
I wanted to run K.O. Blow/Gloom/Haymaker/Punch/Gloom/Haymaker (which is the chain Bill Z used in his "The Results are in" thread) but Gloom won't have enough recharge, and I won't be able to squeeze any more rech into the build without losing other aspects of the build that I don't want to compromise.
Figuring out attack chains simply isn't my forte, so I've turned to the one place on the forums where this basically old hat.
Some info.
65% Rech from sets, +70% from hasten. Hasten has 14.7s of downtime.
I have the following single target attacks:
Punch: 1.36s rech, 1.2s standard cast time (59.84% Rech Rdx Enh)
Haymaker: 2.48s rech, 1.5s standard cast time (87.09% Rech Rdx Enh)
KO Blow: 7.76s rech, 2.23s standard cast time (87.09% Rech Rdx Enh)
Gloom: 3.69s rech, 1.1s standard cast time (89.92% Rech Rdx Enh)
Bill Z explained to me in a PM that the chain he used had 250% rech for Gloom, whereas I only have 224.92% rech for Gloom - which doesn't include hasten's downtime.
So any help in figuring out the best option for this character would be appreciated. -
Quote:You forgotOh boy. Not this again.
It's quite simple. The large majority of people who complain about knockback either:
1) Have a massive problem with hitting a movement key. They're probably lazy. (And in before someone with a story about their brother with no arms who really does hate knockback because he can't hit movement keys.)
2) Are obsessed with maximizing their XP per second, which is quite frankly absurd.
3) Their entire character is designed around being surrounded in Melee.
Take for example, my SS/WP brute. The last thing I want when I'm playing that character is to have the group surrounding him to be scattered all over the place.
But bear in mind this goes beyond melee's having a problem with this. If I set up a tar patch with my dark, centered on the aggro control for the team - knocking stuff out of the tar patch is simply counter productive unless it's specifically saving someones life.
Quote:If someone lacks the understanding that Energy Blasters can't control when their knockback occurs, and that it's a feature of all of their powers, and goes so far as to tell you to not use your freakin' primary...they're not worth teaming with.
The difference is tremendous.
Quote:The purpose of knockback is free, wild, and readily available mitigation. Mobs that are ragdolled can't fight back. It's like every blast has a hold component.
On teams with mitigation in abundance, KBing the mobs is more like mitigation for the mobs from your melee & PBAoEs (which includes important stuff like heals, or my Dark's Howling Twillight).
I've highlighted the gem in that statement. Easily the most important thing to walk away with from this discussion if you're a KB user. -
Quote:Super Strength falls pretty low on the list in terms of single target damage for brute primaries.I know it's built on single target damage but so is Super Strength and it gets the best AoE attack in the game.
I would hazard to say that Super Strength is built on Foot Stomp and Knockdown.
Not to mention that Foot Stomp is the only multi-target damaging attack the set gets.
As for underpowered primaries, I'll put my votes in for Energy Melee and possibly Battle Axe. I don't think I've grouped with a single Energy Melee Brute (or even seen on at the cap BM) since June - and I play redside exclusively. -
Quote:Definitely will help to cap your hit points, and get your regen as high as you can without gimping other aspects of the build.Grab Tough/Weave, get the +HP Accolades going, grab a Steadfast IO, you'll start to have a much different perspective.
I run with 30% vs. SM/L. Softcapping would mean suffering from cascading defense failure less, but it wouldn't prevent it completely.
Your options are generally SoW, Darkest Night, and popping oranges - or some combination of those.
That will help considerably against cims spawned for a full team.
Of course having a solid amount of support on the team will also be instrumental, but you don't always get optimal groups and it's good to aim for as much self sufficiency as possible. -
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Quote:There are a lot of combinations great for busting Rikti, and while I love Dark Melee you're relegating yourself to primarily single target damage, so be sure to include Dark Obliteration when you pick up soul.Which would be the best brute or Scrapper for busting up Rikti? I know Rikti aren't fond of negative energy, so I'm thinking possibly a Dark Melee / Willpower / Soul Mastery Brute.
My SS/WP Brute smashes Rikti just fine.
As /WP, you'll do quite well against Rikti, but you'll still need to be careful vs. mass ranged fire especially when RttC isn't fully saturated.
Good luck with whatever you choose. -
Well if you wanted to try Dark/Dark it works well for both Scrappers and Tanks as I mentioned earlier.
If you're looking for a Brute no matter what, you can keep Dark Melee as your primary.
It has top tier single target damage, as well as a mini self heal, a unique build up and an endurance management tool.
It lacks AoE damage, but as a Brute you can pick up either Mu or Soul for that.
I'd recommend soul, as it will increase your single target damage with Gloom and let you pick up Dark Obliteration as well. And you'll also still have a lot of the Dark theme that you originally wanted.
Dark will pair well with a lot of secondaries, but I might recommend Willpower, Invulnerability or Shield.
Willpower will be the easiest to pick up and play. It also has Endurance management meaning you can skip or take Dark Consumption depending on your needs.
Invuln is also an excellent choice, and if you peruse the scrapper threads you can find a Dark Melee/Invuln build that solo'd 9 AVs at once (under controlled circumstances, but still an impressive feat).
Shield will give you the highest damage out put of all 3, and will add even more AoE damage. But it will probably be the most expensive should you really want to go to town and IO it out.
My vote would be for Dark Melee/Willpower or Dark Melee/Shields. Backed up by Soul Mastery for your PPP. -
Quote:I would highly recommend this as the best option.If you are dead set on a dark/dark melee character, I would recommend a dark/dark scrapper or tank, a rogue one if playing redside is important to you. Of course, that's not going to be an option for a few months yet.
Because of this
Quote:Originally Posted by RoderickThat said, Dark/Dark may find it hard to build fury on a team, since most of your attacks are single target, meaning that you draw less aggro, and when you get your mez auras, much of that aggro stops attacking you.
I don't really RP in MMOs but...
I also think that starting out as a hero, and falling from grace to a Vigilante or even an outright Villain (perhaps due to use/abuse of dark powers) has a lot more potential for RP than starting out as a Villain.
It also means that those two sets will then work for you, and actually be complimentary and effective as opposed to on a brute, where Dark Armor works against Fury. -
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Quote:I am interested in playing a Claws character and have been mulling over whether to go Brute or Scrapper. I am mostly a soloer and having just returned to game and chosen a new server, I am not worried about uber builds and the like. The secondaries I am interested in are /Elec, /WP, and /SR. Elec looks good from a visual point of view, whereas WP and SR seem to look better on paper for a solo player. Any thoughts from the community out there? I am mostly looking for something fun, capable soloer, and team contribution down the line.
Thank you!
Atomic Funk
Both Scrappers and Brutes are fun capable soloers, and both offer team contributions down the line.
Scrappers are a bit more unfettered in groups and generally aren't expected to do more than run around and flip out on stuff. They do this really well.
Brutes also run around and flip out on stuff, but are also often expected or needed to take alpha strikes and hold aggro. This can sometimes be tough while leveling, but is often preferable once you can handle it as it's great for building/maintaining fury.
Out of the 3 secondaries you mentioned, Willpower will be the easiest and most forgiving to level.
Taking everything into consideration, I would choose based on your preference of redside vs. blueside and whether you like the fury mechanic or not. -
Quote:I would aim for max HP & softcapping SM/L.I've been wanting to IO my WP/WM, but I'm not sure which route I should take. It seems that I can either go for max HP and regen bonuses or maybe try to soft-cap def. Which is more important? Is it possible to do both? Anyone have a good build in Mids?
I personally think going for regen bonuses are largely unnecessary as most will be too small to matter once you cap your HP and have Fast Healing, Health and RttC. You do want the regen procs though.
Alternatively, you can survive for sure with less than softcapped SM/L defenses (I do it on my brute without issue), something around 33-35% (so you can softcap with 1 small purp when needed), and then let your resistances and regen do the rest of the work allowing you to build for more exotic defenses to which you have much less resistance to, but significantly higher starting numbers to work with. -
Quote:Except the OP has all stated this quite clearly himself.Color me not impressed - a build built to handle s/l against hand picked s/l AVs with mobs standing around to fuel SD and invincibility just reiterates what everyone already knows : when the enemies match up to your strengths dealing with them is easy.
Try the same build against non s/l AVs and without mobs to buff SD/Invinc and the tune will not be so pretty.
And it's NINE AV's.
It's still an impressive feat imo. -
No worries. I still appreciate the input.
Quote:actually the point im making here is that since you are 50 and if you only buy lvl 50 io sets then whenever you exemplar past your set bonus level which is lvl 47 (barring purple sets) then you loose most if not all of your recharge bonuses when doing a strikeforce or any lower level content should you team, which would then neccesitate having better base recharge rates. I have noticed that when exemplaring that overall pecentage score on all my powers enhancements do lower to the level of the set at that level, things like positrons blast set really wane at lvl25 or lower like the cap au diable SF but by adding a dmg/rech or even a plain old rech you keep the power moving without a huge differance when you exempt.
At the moment, I very rarely level down and mostly stick to ITF/LGTF and occasional RSF. Going Rogue might change this, but I'll deal with that when the time comes, possibly with a second build for Malfactoring.
Quote:Against anything but AV/GMs, even a minor amount of defense is more than enough when combined with your tohit debuffs.
The reason I'm pushing for such high defenses is for the ITF/LGTF. Anything that helps mitigate running through the caves/corridors, where I don't have a chance to debuff my opponents will be useful. But 42% might be a bit excessive.
You make a lot of good points however, so I might drop down from my current 40% or so to incorporate some of the ideas you presented.
Quote:I noticed you took two travel powers. I feel this is unnecessary with a build that's so tight. Since Super Speed's stealth stacks with the stealth of Shadow Fall, making pseudo-invisibility, this is the optimal travel power for Dark Miasma. With an unlimited supply of Raptor Packs available in Grandville, Fly itself is completely unnecessary. Hover is still good to take, as it can keep you out of immediate melee range, as well as offer a tiny bit of defense and a good place to put a LotG +recharge. Personally I'd take Combat Jumping instead of Hover, because it has a much smaller endurance cost, but that's just me.
I know fly is superfluous. And it might get cut in favor of Flares as you suggested. Hover I'll keep, it's great for soloing and still useful on teams. The reason I prefer it to CJ is that it allows me to take full advantage of my high ranged defenses.
The other reason I like hover is probably just a playstyle thing. I have a tendency to fly directly above the group of mobs I'm dealing with when they are all in tar patch (this is generally when solo).
Thanks for going through the trouble of putting a build together.
I've saved the file, and I'll definitely borrow some ideas for use in my build. -
Quote:You can have them, you just need to use the free respec granted by the arc.No, you still have to drop whatever you're doing and go run an arc at 40 or else you can't have them. You can train to 41 and not have the option of an epic at all.
Actually, I quite like the free, soloable respec that redside characters have available through the patron arc system. -
Quote:First, thanks for the comments. Though I could do without the sarcasm.First off you really have slotted two different powers in the wrong way to standard utility, Fearsome stare should be slotted for fear instead of tohit debuff, or 5 fear set Io's and one tohit regualr IO, since its used more as a opener of a fight rather than a constant debuff like darkest night. You will notice a big big differance to fireback flack with a couple fears more than your tohit debuffs.
This is probably just a playstyle difference, but I use Fearsome Stare primarily for the To Hit debuff, the fear is just icing on the cake.
Nothing stays feared (or alive for that matter) very long once the AoEs start getting dropped. I chose cloud senses for the set bonuses, which are just awesome.
It may not be optimal slotting, so in the end you might be right. i'll try it out first on test and see if I like it. But 2.5% END, 6.25% Rech, 3.75% Ranged and 1.88% NRG/NEG seemed too good to pass up.
Quote:Next the general consencous is that shadow fall is served better being slotted with resists rather than defence, considering that the overall defence value never really creeps past 7% even fully slotted out but is much easier to max out resistance to 25% of nrg, neg nrg, and psi.
Quote:Now personally I think howling twilight is overslotted and could be better served by pulling 3 of those slots and sticking them into the aoes you five slotted and plunking a detonation dmg/rech in the ones with posiblast to help with overall recharge and a dmg/end in the one with ragnorock so that your not relying on set bonuses if you ever exemplar post 50.
You realize you're making two opposing points?
1) All AoEs are already at the ED cap for damage. Slotting for more will do nothing.
2) You'd have me slot Dam/Rech Detonations to add a total of +25% recharge to Fire Breath and Rain of Fire individually, adding more damage to two powers already at ED cap and then remove 70% global recharge from the build by dropping hasten? I'm sorry, but that makes no sense.
Quote:FYI fire dark is a very very end heavy pairing, which while it does eat NPC mobs alive it can also leave your blue bar running on empty. Which comes to my next point, hasten while good for recharge really doesnt need to be in this kind of build since it really states without major end recovery or endurace discounts early on, pay 20 end every 2 minutes turn off all those great toggles and die to whatever your fighting that hasent melted into a puddle of goo. While I see that you have 3.6 end a second recovery, even thats not enough to offset the aoe goodness that you can spam with that much speeded up aoe goodness along with the toggles of darkest night, epic armor, hover, and shadowfall being active.
I've never had any problems with the hasten crash so far, and I'm already L50.
Actually, I currently only have 2.5 e/s recovery on live, so things will only be better after this build is in place. Nothing lives long enough outside of AVs for the endurance issue to come into play anyway, and for those occasions I have Conserve Power.
Quote:Last point, unless you have half a billion inf you will probably be grinding all this on strikeforces merits daily. Red side markets are so much much slower than blueside for any kind of turnover for the really good items, which you probably know. But a build like this, unless your in a very active VG which pools drops, will take at least 4 to 6 months of multiple strikeforces daily to get the recipes/merits/drops that you will need. Good luck especially on the basilisk gazes which on the TF/Trial drops goes for min 20 mill each on the level 30 cap. -
This is my first Corr (currently 50), intended primarily for teaming with some solo play (I do a fair amount of TFs).
This build is still a work in progress, my corr on live is currently frankenslotted with L35 IO sets for individual power performance while I acquire the IO sets for the final build.
Originally I wanted to softcap ranged, and was even thinking of dipping into the Fighting pool for it.
I decided against this, as I've come to value Recall Friend for TFs/Grouping/Fluffy and the other choices are non-negotiable.
I don't think it will matter. I'm rarely taking so much flak for my sub-softcap ranged to be an issue (I don't really die much now and I've got under 10% ranged defense), and my substantial -ToHit debuffs should take care of the rest.
That being said, the build isn't particularly specialized in any one area. I tried to get high ranged defense, and some added NRG/NEG (high enough to softcap with a small purp or any of my debuffs). The resistances were kind of a nice benefit that I didn't specifically focus on.
I also wanted solid recharge, and I didn't want to compromise my key powers for damage/support. I was tempted to go for more recharge and endurance through slotting fire blast and blaze with Decimations and dropping the Thunderstrikes (and my ranged defense along with it). I've decided against it for now, but I might change my mind depending on how the build plays.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 1: Twilight Grasp -- Theft-Acc/EndRdx/Rchg:30(A), Theft-Acc/EndRdx/Heal:30(3), Theft-Heal/Rchg:30(3), Nictus-Acc/EndRdx/Rchg:50(5), Nictus-Acc/Heal:50(5), Nictus-Heal/HP/Regen/Rchg:50(7)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(37), Ragnrk-Acc/Rchg:50(37), Ragnrk-Dmg/EndRdx:50(37), Ragnrk-Knock%:50(40)
Level 4: Tar Patch -- RechRdx-I:50(A), RechRdx-I:50(7), P'ngTtl-EndRdx/Rchg/Slow:50(9)
Level 6: Rain of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(11), Posi-Acc/Dmg/EndRdx:50(11), Posi-Dam%:50(13)
Level 8: Darkest Night -- DarkWD-Rchg/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(13), DarkWD-ToHitDeb/Rchg:50(15), DarkWD-ToHitDeb/EndRdx:50(15)
Level 10: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(19), Posi-Dam%:50(19)
Level 12: Hover -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(21), Zephyr-Travel/EndRdx:50(21)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
Level 16: Swift -- Flight-I:50(A)
Level 18: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(42)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(23), P'Shift-EndMod/Rchg:50(23), P'Shift-End%:50(25)
Level 22: Fearsome Stare -- Cloud-ToHitDeb:30(A), Cloud-Acc/Rchg:30(25), Cloud-Acc/ToHitDeb:30(27), Cloud-ToHitDeb/EndRdx/Rchg:30(27), Cloud-Acc/EndRdx/Rchg:30(29), Cloud-%Dam:30(29)
Level 24: Shadow Fall -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), S'fstPrt-ResDam/Def+:30(50)
Level 26: Howling Twilight -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/EndRdx:50(43), Stpfy-Stun/Rng:50(45), Stpfy-Acc/Stun/Rchg:50(45), Stpfy-KB%:50(46)
Level 28: Blaze -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(31), Thundr-Dmg/EndRdx:50(31), Thundr-Acc/Dmg/Rchg:50(31), Thundr-Acc/Dmg/EndRdx:50(33), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 32: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34)
Level 35: Recall Friend -- Zephyr-Travel:50(A), Zephyr-ResKB:50(36)
Level 38: Dark Servant -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(39), Cloud-Acc/Rchg:30(39), Cloud-ToHitDeb/EndRdx/Rchg:30(39), Cloud-Acc/EndRdx/Rchg:30(40), Cloud-%Dam:30(40)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx:30(A), RctvArm-ResDam/EndRdx/Rchg:40(48), RctvArm-ResDam:40(48)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 47: Petrifying Gaze -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(48), BasGaze-Acc/EndRdx/Rchg/Hold:30(50), BasGaze-EndRdx/Rchg/Hold:30(50)
Level 49: Aim -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Comments and criticism welcome.
Thanks. -
It's a great build.
It really drives home the point of how much performance you can get out of /SD if you invest heavily.
I've definitely taken quite a few ideas, especially if I decided to go for purple sets and the PvP IOs (not likely, considering current prices - Apocalypse redside is crazy right now)
Quote:Originally Posted by ComputerSome things that I have noticed with the build:
1) When I am soloing +4x8 mobs, the knock down of Foot Stomp can be the reason I live or die. The next incarnation of my build will definitely have Gloom/Dark Obliteration instead of Electric Fences/Ball of Lightning to reduce the knock down resist of Electric Fences and give me a little more breathing room versus tougher enemies.
If you've got the 5 slots though (as you do) you can make great use of gloom and really fill out your ST attack chain. It's also a place for you to stick...gasp...Apocalypse. But you're budget seems to be able to handle it.
Quote:Originally Posted by Computer2) When I am not using Hasten I have no endurance problems with my build, however when I use Hasten I have to make sure I am aware of when things are dropping/activating to make sure my endurance doesn't bottom out. I will be adding the +Endurance Proc to Stamina when I respec him again (Most likely taking out the End/Resist Gladiator's Armor since it doesn't add that much resist).
My SS/WP is sitting around 3.31 net recovery (consumption already subtracted) and I still can get into trouble with a constant chain of footstomp/dark obliteration - especially when Rage/Hasten crash.
With your added AoE & AAO, the damage output might help you kill them faster, but that was definitely something that stood out.
Quote:Originally Posted by Computer4) The AoE damage of the build...is awe-inspiring. The single target damage ain't too shabby neither! -
Quote:So I need help naming my latest creation, Axe/SR.
No, I'm not crazy. I'm going to a brutal ninja-type concept, but my japanese isn't too good and I cant think of any names other than Axe Ninja Guy, which is quite lame.
Any help? =)
If you give me more to go on, I can definitely come up with something.
Do you want a traditional sounding male Japanese name (i.e. an old name, the kind few modern Japanese would name their kids) or are you looking for a name inspired by the characters powers/characteristics?
Or do you just want a direct translation of several words?