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A corruptor will be more effective as a pure ranged character than a blaster. A blaster will be at it's best when you incorporate it's melee attacks. A corruptor, depending on what powersets you choose, will be just fine at range, and potentially outdps the blaster due to more utility at range.
Fire/Dark, Fire/Cold, Fire/Storm, and Fire/Rad corrs are all very strong corr builds that can all work quite well at range and hit very hard.
As Roderick mentioned Scourging Rain of Fire + your choice of Sleet, Freezing Rain, Tar Patch, or EF/LR melts pretty much anything. There there is Blaze which hits like a truck for single target damage. -
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Here's mine too, just to add to the pool.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
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Level 1: Fire Blast Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(13), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(34), Apoc-Dam%(36)
Level 1: Time Crawl Acc-I(A)
Level 2: Fire Ball Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(3), Ragnrk-Dmg/EndRdx(5), Ragnrk-Knock%(5)
Level 4: Temporal Mending Panac-Heal/Rchg(A), Panac-EndRdx/Rchg(7), Panac-Heal(7), Panac-Heal/EndRedux/Rchg(9), Panac-Heal/EndRedux(9)
Level 6: Time's Juncture DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/EndRdx(37)
Level 8: Rain of Fire Posi-Dmg/Rchg(A), Posi-Dam%(15), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg(17), Posi-Acc/Dmg/EndRdx(17)
Level 10: Hasten RechRdx-I(A), RechRdx-I(13)
Level 12: Aim GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(27), GSFC-Build%(27), GSFC-ToHit(33), GSFC-ToHit/EndRdx(33)
Level 14: Super Speed Zephyr-ResKB(A), Zephyr-Travel/EndRdx(33), Zephyr-Travel(48)
Level 16: Distortion Field BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 18: Blaze SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(19), SMotCorruptor-Acc/Dmg/Rchg(19), SMotCorruptor-Dmg/EndRdx/Rchg(21), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(21), SMotCorruptor-Rchg/Dmg%(34)
Level 20: Temporal Selection RechRdx-I(A), RechRdx-I(50)
Level 22: Combat Jumping LkGmblr-Rchg+(A)
Level 24: Time Stop UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(39), UbrkCons-Hold(39)
Level 26: Boxing Empty(A)
Level 28: Farsight LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(48)
Level 30: Tough S'fstPrt-ResDam/Def+(A), GA-3defTpProc(37)
Level 32: Weave LkGmblr-Rchg+(A), SW-ResDam/Re TP(40), SW-Def(40), SW-Def/EndRdx(46)
Level 35: Slowed Response ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(36), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(48), ShldBrk-%Dam(50)
Level 38: Chrono Shift P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(40), RechRdx-I(43)
Level 41: Soul Drain Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-%Dam(43)
Level 44: Dark Embrace Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
Level 47: Power Boost RechRdx-I(A)
Level 49: Maneuvers LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
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Level 1: Brawl Empty(A)
Level 1: Scourge
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-EndMod/Rchg(A), P'Shift-EndMod(11), P'Shift-EndMod/Acc(46), P'Shift-End%(50)
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Set Bonus Totals:
15.5% DamageBuff(Smashing)
15.5% DamageBuff(Lethal)
15.5% DamageBuff(Fire)
15.5% DamageBuff(Cold)
15.5% DamageBuff(Energy)
15.5% DamageBuff(Negative)
15.5% DamageBuff(Toxic)
15.5% DamageBuff(Psionic)
10.69% Defense(Smashing)
10.69% Defense(Lethal)
12.56% Defense(Fire)
12.56% Defense(Cold)
12.88% Defense(Energy)
12.88% Defense(Negative)
6% Defense(Psionic)
15.38% Defense(Melee)
16% Defense(Ranged)
14.44% Defense(AoE)
59% Enhancement(Accuracy)
10% Enhancement(Range)
106.3% Enhancement(RechargeTime)
10% FlySpeed
160.6 HP (15%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2.5%
MezResist(Held) 2.5%
MezResist(Immobilize) 4.7%
MezResist(Sleep) 2.5%
MezResist(Stun) 4.7%
MezResist(Terrorized) 2.5%
22.5% (0.38 End/sec) Recovery
36% (1.61 HP/sec) Regeneration
3% Resistance(Smashing)
10.88% Resistance(Fire)
10.88% Resistance(Cold)
3% Resistance(Energy)
3% Resistance(Negative)
3% Resistance(Toxic)
3% Resistance(Psionic)
3% Resistance(Lethal)
15% RunSpeed
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Quote:This.The synergies with psy blast IMHO should include resistance debuffs because when certain foes resists psy damage, they resist it like no other. So, my suggestions would be storm, cold, radiation, time and dark miasma. Storm, Rad, Dark get their significant -resistance powers earlier.
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Confuse decreases xp/kill but increases xp/time as long as you're not just sitting there watching them kill eachother. Confuse isn't an XP loss.
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Quote:IMO, I think that Affinity edges out Miasma; it has everything that makes Miasma great (except FS) and adds a team Def/Res buff and a team Regen/Recov buff. (I wonder if it affects league-mates as well?)
Not really. Fade makes up for the mitigation lost from losing FS, actually I consider it to be better, because the tohit debuff in FS can be resisted whereas the def buff in fade cannot, but for the most part you could say the two are equal enough. They both provide similar amounts of mitigation, just in different ways.
Then when you compare Soul Absorbtion to Petrifying Gaze, which is generally considered a skippable power, it's quite easy to see Dark Affinity completely outclasses Dark Miasma. -
Quote:As Reiska mentioned, it's latency, not a bug. It's an interruptable power, if you click it after you think you finish moving but within the duration of your latency you are likely to be interrupted. Happens to me too. Giving yourself a half a second (or whatever your latency is) after you land next to an enemy will allieviate the issue.I noticed that for some reason, I'm terrible at using AS while in hide. For some reason, about every third time I go to use it I'll que it in perfect position, go into the little AS stance, but then the power just won't work and I'll still have to pay the endurance cost. I'm not sure if this is WAI and I'm just bad at Stalking or if it's buggy.
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I was disappointed that Sis Psyche died, she was my favorite of the FP as she was for many others. However I feel that killing her off will pave way for Penny... can't have 2 ultimate psychics, ya know. Either way that doesn't mean that can't overlap with paragon studios desire to wipe out the existance of Jack's characters.
States needed to go regardless though. Glad he's gone. -
I just have a single acc/dmg HO in mine, which is bumped up to like 80% enh slotting with Musculature. On my dom it's perma without any recharge slotting so I didn't need to slot for it. And with 45% S/L/R defense and 130% global recharge I had very little room for proc slotting, but if I ever somehow scrounged up an extra slot I would add the impeded swiftness dmg proc to it.
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All I want is a new semi-offensive armor set that has a taunt aura on scrappers that can actually be paired with the new weapon sets that we have been getting (namely TW and Staff).
There are only 3 armor sets that have any aggro generating auras on scrappers (Invul, WP, Shield) and of those 3 only 1 has any offensive capabilities (Shield), which cannot be paired with Staff or TW (as well as many other weapon sets).
I would really like to roll a TW or Staff toon as a scrapper however since Shield is the only scrapper secondary I like, I'm basically restricted to Brutes (not necessarily a bad thing, I'd just like a bit of variety).
That or just add taunt components to scrapper dmg auras -.- But we do need another armor set anyways regardless of what it does. -
I'd find better things to do with my life than playing coh, that's for sure.
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You could also opt to pick up t4 barrier, which could get you the last 5% you needed for S/L/E/N (would also mean you could drop your S/L down to 40%, freeing up some slots for other stuff).
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Quote:Thing is though, /Dark Doms already have so many options for ST dmg (Gloom, Smite, MG, even Dark Blast does better DPA than Life Drain), Life Drain really shouldn't be used as a main dps ability. The main purpose of slotting it for damage at all is to keep your dps flowing while you heal.on my dark dom i slotted it purely for dmg, with very short rech on the power boost like power i can almost always have a boosted heal when needed
Just for comparison:
Unslotted Life Drain: 101.7 hp
Unslotted Life Drain+ GS: 177.5 hp
Life Drain w/ 99% heal: 202.5 hp
Life Drain w/ 99% heal + GS: 278.3 hp
Life Drain w/ 99% heal + GS + Spiritual: 302.4 hp
3x Devastation 3x TotN = 73.25 dmg; 195.1 hp
3x Devastation 3x TotN + GS = 87.19 dmg; 270.9 hp
99% dmg, 0% heal = 95.62 dmg, 101.7 hp
TL;DR: Ignoring the heal component is bad. You're missing out on alot of potential. The tiny bit of extra damage you're getting for a non primary dps ability isn't worth losing out on 100+ extra hp/activation. -
Quote:And anyone on the league with a resistance debuff is going to be eating away at those resistances, most leagues will have a good deal of -res. Also, not only will it be reducing damage done to you, but it will be reducing damage done to everyone else by their AoE attacks, which is arguably more useful than the damage reduction to yourself.Thanks for the link, GuyPerfect. Still, even on the ones with 50% resistance to several damage types, I'd be cutting their damage output by 10.5%. Plus, it's an AoE debuff to all the adds nearby.
As for Soul Mastery in general, the main reason to go Soul is Gloom, which has extremely good DPA. Dark Oblit is also a solid aoe with a touch of -tohit. -
It usually varies depending on what my rare/very rare drop rates look like. Generally I will have enough stuff to get t1 judgment and t2 or t3 interface before I unlock destiny/lore without delaying t3ing those slots for the level shifts by the time they are unlocked.
t3 alpha
t1 judgment
t2-3 interface
t3 destiny
t3 lore
t4 destiny
t4 alpha
t3 judgment (sometimes sooner if unlucky with VR drops)
T4 lore
T4 judgment
T4 interface
Occassionally I'll T4 a 2nd Destiny before T4'ing Judgment/Interface/Lore -
I only color the channels I care about and leave the rest default.
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Quote:Yeah, unfortunately I can't test any of the other pets sadface.I would not be at all surprised if Cimerorans are still on top, but the variance between the various pets is probably much narrower than it was, is what I meant. I don't think you're wrong about Cims, but it was worth mentioning for this discussion that the frequently cited numbers are no longer valid.
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Quote:Just tested it right now, t4 cimerorans took the pylon down in 3:07 coming in at 333.346 dps w/ t4 vigor and t4 reactive.The numbers we have actually do lie, if you're referring to the pylon tests somebody did a while ago, since Arbiter Hawk mentioned recently that a bunch of pets have been changed since then. I don't think anyone has gathered new numbers yet.
As soon as my lore recharges I'll do another test without other incarnate abilities slotted and update this (i forgot the first time), but Reactive should come out to 40-50 dps I *think* which would mean same dps as the cimerorans were before. Although I do believe a more accurate test includes interface because that would be the norm for normal play. If X lore pets attack faster than Y lore pets, then they're going to gain a slight advantage in dps over the others.
edit: without interface and alpha, t4 cim core does 280.576, 2 dps off of the previous number -
I take Cimeroran Core on every character. The numbers dont lie.
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The only change I'd ever want to see to plant control is getting their ST hold animation shortened, but I have that opinion of every control set not named Mind or Fire and maybe Dark.
Other than that though, plant is fine, it is one of the best control sets out there and it is ok to have a couple skip powers in each set. -
Quote:I just don't really concern myself if they run a bit. They will be standing in place more often than not and when they do run it won't be very fast and they won't be going very far before they turn around and swing at you some more.Thanks for the advice shinobi, the only reason i took challenge was to keep av's in my rains, and it has helped tremendously on both solo tfs and tfs without player with taunt, i'm curious how you managed to solo the itf without it, it's always part of my regular attack chain versus avs and gms because it always occured to me that the few seconds i lose by casting it more than make up for themselves by keeping the enemy in my patch.
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I'm pretty proud of that build, but am still interested to see if anyone has some more comments, or if anyone can tell me a decent strategy to keep avs inside the rain patches without a form of taunt.
Keep in mind that Sleet's debuff is a tag based power. All you need to do is just get a single tick off on them and then they will be debuffed for the full 30 seconds, so if they run out of it it's not a big deal. Also in the same vein, it should be noted that Sleet has a tendancy to occassionally bug out if the Rain ends while the enemy is still in it, when this happens the debuff will end prematurely instead of running it's full course of 30 seconds. If the enemy runs out of the patch before Sleet stops raining it never bugs out. This is of course assuming they haven't fixed it at this point, but I doubt they have. It's not huge but it is worth mentioning.
Another option you have is to go Spectral Interface (75% chance for neg damage, 12.5% chance for immob). I haven't gotten this yet on mine as I had Reactive before Spectral was released, but eventually it is something that I was looking into testing. With rolling immob procs, even if its not a perma-immob it should help keep the AV in place quite a bit more often. -
Assault/Support
Melee/Support
The only 2 things I'd really care to see. -
Contagious Confusion proc and Cognitive Interface make it usable at best, the most useful thing you will get out of the power is 4% dmg, 10% rchg, and 5% ranged defense.
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Also, I totally blanked on this, but your hecatomb set should be in Haymaker, not KoB anyways. I guess that's my #4 on my previous list. >_>