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Posts
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Quote:(Admission: Never played Archery beyond the teens, but I've taken /Dark up to the mid-30s several times and up to 50 on my first character.)I'm a very on and off player started from beta and only now just got done leveling my first villain to 50 the other day. I've chosen to follow up that character with an Archery/Dark corruptor and looked through about 30 pages of threads to find that no one has made this combo or posted it. I'd love some support or input on builds for PvE (I'm done PvPing after i6).
Archery is a fine set, but it does make for an unusual pairing with /Dark. Most archers that I've seen in the 40-50 range use flight and hover-blast because Arch is very compatible with that form of transport. /Dark can handle hover-blasting, but I've found it to work a bit more efficiently with the SS/CJ combo.
The key to Archery (judging from the discussions on here and the good players I've seen use it) is its crashless, quick-recharging nuke, RoA, supported by FoA. Max out their damage and get them up as often as you can.
Assuming you're careful and open with FS, I'd be more worried about recharge than hitting the exact softcap. Even against +2s, 40% S/L ought to be fine. (Bosses might be more challenging, but that's when you use Darkest Night.)
I'm always sad to see PG skipped, but I can see how it's hard to fit into the pairing. PG, esp when aiding by another hold (like Fluffy's, Web Cocoon or a Proc or two) can keep an AV held, and AVs will be the biggest challenge to you soloing.
Since you have no mitigation or control (beyond FS), I'd second Tux's recommendation for Mace Mastery where Scorp Shield leads you towards that SL softcap and Web Envelope gives you an AoE immob. I'd prolly want Tar Patch to have some extra slow slotted in there though, for those you miss on the immob.
I generally like Tux's build, but I'm baffled over using SF as a set mule only. It's a great power, offering Def(All) and Stealth to you, Fluffy and any nearby team-mates. I'd definitely put that to use. -
Quote:Fair enough. I've tweaked you up to the S/L softcap, but at the cost of Stamina. You still have a healthy margin between your EndUse and EndRec, and that's before you hit Transference.This is what I came up with and I think I might stick with this and just use Luck inspirations before a fight.
I am just defiant to the whole kick, tough and weave thing. I have it in 2 or 3 toons already.
It's almost perma-hastened with three-doses of Siphon Speed. A single LotG 7.5% in CJ will bring to you to perma without hurting your Def (maybe something to buy with RMs).
Since it switches out the BotZ, it might cost about the same as your build
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (37) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (3) Recharge Reduction IO
- (5) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (25) Positron's Blast - Damage/Range
- (A) Jumping IO
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Chance of Damage(Energy)
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Steadfast Protection - Knockback Protection
- (25) Reactive Armor - Endurance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance/Recharge
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Endurance Modification IO
- (A) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (31) Red Fortune - Endurance
- (36) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (A) Defense Buff IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Efficacy Adaptor - EndMod
- (40) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Enfeebled Operation - Accuracy/Recharge
- (42) Enfeebled Operation - Accuracy/Immobilize
- (42) Enfeebled Operation - Accuracy/Endurance
- (43) Enfeebled Operation - Endurance/Immobilize
- (43) Enfeebled Operation - Immobilize/Range
- (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Damage/Endurance
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (A) Defense Buff IO
- (50) Defense Buff IO
- (50) Red Fortune - Defense/Endurance
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Knockdown Bonus
- (36) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition -
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Quote:Both Stealth and Grant Invis are suppressed to half value (1.75% base) when you're attacked or click on a glowie.I thought Invisibility still gave you the defense bonus but allowed you to attack. Similar to what the other stealth like powers do.
And yes, I'd missed that.
Making some quick mods to get you back to the SL softcap, but losing Invis. There's more sets here, but most of them are cheap.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Touch of the Nictus - Chance for Negative Energy Damage
- (3) Touch of the Nictus - Accuracy/Endurance/Recharge
- (5) Touch of the Nictus - Healing
- (7) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (A) Accuracy IO
- (17) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Chance of Damage(Energy)
- (34) Achilles' Heel - Chance for Res Debuff
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (A) Jumping IO
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Chance of Damage(Energy)
- (25) Positron's Blast - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
Level 14: Health- (A) Healing IO
- (15) Healing IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (21) Steadfast Protection - Knockback Protection
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Endurance/Recharge
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Endurance Modification IO
- (23) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Chance of Damage(Energy)
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Endurance
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (37) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Recharge
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (45) Red Fortune - Endurance
- (46) Red Fortune - Defense/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (48) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (A) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Run Speed +7.5%
- (50) Gift of the Ancients - Defense
- (50) Gift of the Ancients - Defense/Recharge
Level 1: Brawl- (A) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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Quote:Other than a few rules quibbles, I'm not sure we've really disagreed about anything.Anyway, we can agree to disagree I suppose. You're more than welcome to contribute a build and show us how it should look.
For the OP's original goals and rough price point, I can't beat his last build.
They're not my goals, and my price point is probably halfway between his and yours (since you're going for purples), so my work-in-progress build wouldn't really be relevant to him or you.
(I'm really on the fence about Swap Ammo, and until I make a decision on that I won't have a build to offer.)
It's the tiny difference between your EndRec and EndUse that I know would drive me nuts because I'd have to spam Transference. And I'd rather be shooting things
It would probably be fixed with some more EndRed in there... and maybe considering Tactics as a set mule, but to have that, Brawl and Boxing as set mules seems like a lot.
Either way, I've preferred Stamina on my Kins because I don't like needing Transference outside of boss fights (when I'm using it as a debuff anyway). I typically use it as a team-mate/pet buff, but obviously that's just my preference. -
Quote:Um, no. Pistols has a -10% Def Debuff for 8 seconds, as does Empty Clips. Executioner's Shot is -11.3% for 8 seconds.Dual is more adaptable to your situation using the swap ammo types and effects whereas pistol doesnt, and the -def provided by pistol is half the duration of the rest of the set.
Mind as well just talk about animation times though... since your talking a secondary that vomits recharge on itself.
Pistols does change its secondary damage with Swap Ammo, but you don't gain any additional effects (Recharge debuff, fire dot, damage debuff) in exchange for losing the Def Debuff.
The only recharge we were talking about was the Recharge Debuff of Cyro Ammo. Kinetics is mostly irrelevant to that discussion.
Quote:I am a HUGE +recharge fan on a kin...
With it, I can stand around and spam a heal and endurance every rediculous amount of short time... in essence, making me a heavy regen based AT with at current slotting of build, 43 def S/L... and I still have some sets to sit down and add to the build; damage sets, which will cover the rest of the gap.... all while sitting at +175 recharge with SB and hasten running... I'll cover the gap for S/L and recharge for perm hasten when I decide on the rest of the sets.... no purps added yet...
Having a quick heal that depends upon a target and considering that to make you a "high regen AT" is fundamentally wrong.
I dislike your build. It's not only pursuing a completely different goal than the OP (Recharge vs Typed Def beyond S/L) and so an odd choice in this thread, but it's vastly more expensive than the OP's build too. It's really cheap and cheerful until you hit the BotZ, Bas Gaze and FIVE LotGs, at which point it's expensive and not that great for it.
The Endurance is extremely-tight, so if you miss with Transference, you'll need a Blue or you'll be twiddling your thumbs for 10 seconds until it recharges. It's good that you like spamming Transference and Transfusion, because you'll need to. 12 points of KB Protection is excessive. Four-slotting Brawl when this is neither an ultra-cheap build (looking for easy ways to get bonuses) nor a high-end build (eeking the very last out of the build) is just taking slots away from your core powers. And you don't even hit the softcap. -
You can't affect anyone else with Invis up. Some enemies can still see you and attack you, but you can't respond until you drop Invis.
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Given how cheap it is, I think your last build is fantastic.
I'd never prioritise all of those Typed Defs over Recharge, but it's undeniably a beast of a corr. The term "Squishy" doesn't really apply anymore!
Other than obvious, expensive tweaks like the Numina unique and LotGs, the only thing that I can see is maybe trading in an EndMod from Stamina (your End is fine and you have Transference) and slotting the Steadfast KB in ID. You won't need it at level 50, but if you mal down to play SFs, then you'll notice the difference. -
Quote:I'm 90% sure that Numina is an exception, or else you'd see a lot more people slotting it in their ST Heals (or even AoE Heals!).Perfect example, I believe the +Regen +Recovery you have in Transfusion will benefit the mobs and not you or your group. I learned through other players that IO's with positive procs for players usually have the same effect on the mobs when you put them in attack type powers. Could you imagine that during a AV fight. Again someone could come along and say Numina is the exception. But I don't believe so.
The big drawback to slotting Numina in a non-constant power is that you need to remember to cast that power every two minutes or else the effect drops. -
Quote:The basic rule is that you go for Positional OR Typed Defense. Practically speaking, few non-tanks/brutes/scrappers are going to be able to get all Positions or all Types, so the goals tend to be EITHER S/L softcap (which covers the majority of incoming attacks) OR 45% Ranged / 30% AoE if you stay out of melee.Regarding S/L cap and energy that was purely out of my hands. I don't think I have many choices that allow me to work with picking defenses. I did look though to make ranged high as many mention for that to be the first choice of all if you can make only one pick. I will look to see what I can swap around. but I think the options are limited though.
Going for both positional and typed defense is generally considered to be wasteful.
You're probably living in melee (at least solo) since you have no control and no hover, so a positional defense probably isn't the best approach for you.
On the other hand, you can get Scorp Shield, so a S/L softcap is pretty easy.
Something else to consider is that 45% Def is FOUR times better than 30% Def.
Personally, I stop looking once I hit the S/L softcap because other priorities - like recharge reduction - take precedence, but your approach is interesting and I'm sure it'll be fun. -
Quote:Pistols has a DPA of 41.71 (unenhanced) and a 10% Def Debuff.Hmm, Pistols and Dual Wield are to your flavor for what you want to fillin the gaps with.... a strong DPA or a weak one: -10% def or -15% recharge... plus effects from ammunition.
(You can swap it for another ammo type, but you won't see much extra damage from it and you'll lose the Def Debuff.)
Dual Wield has a DPA of 32.97 and a 25% chance of a 0.72 KB.
The -15% Recharge in exchange for the KB is only with Cyro Ammo loaded.
It might be fairer to compare DW with Incendiary Ammo loaded, since Pistols doesn't get the additional DoT Fire damage. This raises the DPA of DW rises to ~44, so it is slightly better if you have Incendiary Ammo loaded. -
Quote:The Cold EPP is by far the easiest way to go for S/L Def. However, I hate Frozen Armor on my Fire/Fire.Hi
I recently came back to CoX and im currently leveling my fire/fire blaster, she is now at lvl 40 and im beginning to think about getting a few IO sets for her, anyone have a good pve (mostly team) build with moderate defence/recharge, not anything too expensive as ive been away for quite a while and therefore don't have huge amounts of inf.
I tend to be mostly in melee to use FB/FSC/Blaze, so i guess S/L defence is the way to go?
I havn't chosen what Epic Pool to go for yet but i might go for fire.
/Tris
If you play in teams and don't solo, I'd say forget about the softcaps and build for recharge and endurance. You let the tank tank the alpha and then hop in and obliterate everything. RotP should be up for those times when you do accidentally draw aggro and die.
Learning from my mistakes: It's inefficient to build for set Damage bonuses. Even if you do go with Frozen Armor, I'd suggest priorities of Recharge and Endurance after S/L Def. -
Not as funny as PB's response: People don't always read long threads. They read the first page (maybe the first couple), then leap to the last page and maybe read that, then post.
While that technique tends to repeat what others have said, it can save the replier a lot of time and speak directly to OP, instead of getting caught up in whatever impassioned/tangential/trolling debates tend to have been evoked in a thread that goes on for more than a few pages.
(I'm assuming that was a serious inquiry, and not a veiled complaint.) -
Wow, that's a lot of Typed Def! Well done!
I'd push to aim for the S/L softcap before Energy, simply because the majority of attacks are Typed S or L.
I always aim to get a kin to perma-hasten with two applications of siphon speed, and that's usually possible without resorting to purples.
You also skipped Pistols, which is your (natively) highest DPA attack. -
Ouch. No.
Mez resistance is one of those options that's hard to build up to significant enough levels to really change your survivability. It's not that it's a bad idea, it's just that there's stronger options.
As a DP/Kin, you're probably living in/near melee, but you lack much direct mitigation. Since you'd gone for Scorp Shield anyway, I'd strongly suggest going for a S/L softcap build.
I'd also aim to get Hasten up to perma with two applications of Siphon Speed.
Pistols is your highest DPA attack. You're not stacking Suppressive Fire with anything else (like Web Cocoon), so I'd probably skip that and grab Pistols! -
$30 for DP? I wouldn't.
It's fun and flashy, but it roots you horribly and does meh damage. It's decent AoE, but not brilliant. I've found it weak as an ST-damage set. Purely as a Blast set, I'd put Fire, Archery, Ice, Sonic, Rad and maybe even Dark and Energy over it.
Demons are really fun. I haven't played any other MMs, but Demons are quite potent, and I'm enjoying the heck out of them. They're potent and pretty!
Both are suffering from Flavour of the Month syndrome right now, and I've seen the call of "lvl x team lf anything except DS" on a semi-regular basis. -
Mostly agreeing with the above: All of these builds are going to be beasts, but have a hard time with End. I think all of them are going a bit overboard with non-S/L Def, and it's an extremely expensive build to have such a big problem in it. Of course, you can chew blues all the time, but I'd suggest focusing on End in Drain Psyche if you're not going to get Stamina.
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You don't offer many requirements, so I'll share the S/L softcap build that I'm toying with at the moment. Recharge is so-so compared to purp builds, but it hits the S/L softcap and Endurance shouldn't be a problem at all.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
S/L Softcap: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (33) Decimation - Accuracy/Endurance/Recharge
- (34) Decimation - Chance of Build Up
- (34) Decimation - Accuracy/Damage/Recharge
- (36) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Immobilize
- (25) Enfeebled Operation - Immobilize/Range
- (34) Enfeebled Operation - Accuracy/Endurance
- (36) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Decimation - Damage/Endurance
- (3) Decimation - Accuracy/Damage/Recharge
- (37) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage
- (A) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (7) Positron's Blast - Chance of Damage(Energy)
- (21) Recharge Reduction IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Damage/Range
- (15) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Numina's Convalescence - Heal
- (A) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Endurance
- (46) Decimation - Accuracy/Damage
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (A) Efficacy Adaptor - EndMod/Accuracy
- (23) Efficacy Adaptor - EndMod/Recharge
- (25) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (33) Red Fortune - Defense/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Rectified Reticle - To Hit Buff/Recharge
- (36) Rectified Reticle - To Hit Buff
- (37) Recharge Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Accuracy/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Lethargic Repose - Accuracy/Endurance
- (45) Lethargic Repose - Sleep/Range
- (45) Lethargic Repose - Endurance/Sleep
- (45) Lethargic Repose - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (48) Gift of the Ancients - Defense/Endurance
- (48) Red Fortune - Defense/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 0: Ninja Run
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If I'm reading you right, your question is: "I'm running FA, can I skip Accuracy IOs in my other powers?"
The complicated to-hit equation:
NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * [ BaseToHit (75%) + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ]
FA raises your InherentAttackAccuracy by a unenhanceable 20%. IO set global attack bonuses affect this same part of the equation.
FA also raises your base (75%) To-Hit by an enhanceable 4.25% (up to ~7%). It also has a 55.36% Resistance to To-Hit Debuffs.
Accuracy IOs slotted in powers affect the AccuracyEnhancement score.
So, as you can see, they're affecting different things.
Personally, I've never been a big fan of leaving FA up all the time, esp. for Corrs who can easily run into Endurance issues. Unless you're a rad with perma-AM, I'd usually save it for AVs and Arachnos only.
If you want more detail (and a more precise answer to your question), I'd suggest you post this over in the Scrapper forum. They've had FA for longer, and have several secondaries that make Endurance so plentiful that FA can be a constant. Also most of the hardcore number crunchers pay the most attention to that forum. -
Quote:I've found Corrs to happily occupy the space between Blasters and Defenders in terms of damage output, but between higher base damages, higher damage mod caps and increasingly-damaging inherients, those difference really aren't small.I think it's really a question of grouping versus soloing. Getting the attacks earlier and doing more damage with them is a boon for Corrupter. Getting higher base percentages for all effects (meaning normal, ice *and* chem rounds, as well as the effects in Kinetics and Leadership if you take it) is a boon for Defender. The smallish percentage more damage of Corrupter matters more when alone, the smallish percentage greater effects matters more if grouped.
Additionally, Corrs get a S/L Def PPP, giving them the option of S/L Softcap. Defs are going to have to skew their builds more heavily to find a softcap. Until the Devs fix this, Corrs also have a huge survivability edge.
I love Defs, but with this pairing - where the Kin derives the most benefit from being within Fulcrum Shift-range - Corrs steal the crown. -
The general rule seems to be: De/Buffs from different powers or from different casters stack. The same De/Buff from the same power and caster do not stack.
There's a few exceptions to that rule, but I'd doubt if DP broke it. -
Quote:It's already been mentioned that some mobs will resist the Acc debuff because of their levels, and this particularly true of AVs. Additionally, your to-hit debuffs only count on people that you've successfully hit.to summarize, how solid is relying on my dark blasts to cap my defense, and what level should I get my defenses too so they can be capped after I lower their to-hit.
Playing against even-con mobs, you can probably rely upon TT and NF to debuff a mob by ~5%, meaning you're basically softcapped if your Def is ~40%.
However, since the difference between 40% and 45% is so profound, and there'll be times that you're shot at by something you haven't debuffed, I'd stick to the 45% if you can achieve it. -
I'm not sure what parts of this build is concept vs effectiveness. I think you've spent a lot of time and effort going for Ranged Def with little thought to much else.
Having played Dark/Dark with, at one point, Super Speed, TP, and Flight, I found that I used TP to travel outside mishes and whenever I was immobbed or fleeing a team-wipe, Hover made TP travel a bit safer and gave me some help in combat but it was ultimately awkward in switching between TT's wide/short cone and NF's narrow/long cone. I never used Flight except for fun. Hover was for combat, and TP was so much faster for outside travel and SS was so much faster for inside travel that Flight simply didn't have a place.
I use SS+CJ now, which makes the TT/NF switch easy.
I initially went with Mu Mastery for concept reasons, but I think you made a mistake in skipping Soul Storm. Not only is it one of the most pretty powers in the game (and it gets a lot of 'what power is that?' comments from heroes in co-op zones), it doubles well with Pet Gaze to lockdown EBs and even AVs. A Devastation Hold Proc in Dark Blast can be fired between those two Holds and get all but the immune.
Personally, my experience with Dark Embrace was that it provided some desperately needed protection at a hell of an Endurance cost. With your slotting, it's essentially unuseable and a waste of a power slot.
You have a LOT of underslotted / set mule powers: Dark Servant, Shadow Fall, Dark Embrace and Darkest Night could all use help if you actually plan on using any of them. Health is also underslotted, Stamina could use more if you plan on using any of your toggles.
I really, really loved the look of the Fortuna Mistress. But she was often slow to respond, and then prone to drifting too far towards the next mob. In comparison, Fluffy is a battlefield genius, attacking where needed and almost-never aggroing a mob you didn't drag or drop him into.
So although I was sad to see her go, the switch to Mace Mastery yielded stronger results. The Disruptor didn't look as cool as the Fortuna, but it had better brains. It attacked more readily and survived longer.
Scorpion Shield puts building for S/L Def on the table, potentially even the softcap (although a Dark/Dark doesn't really need to aim for softcaps).
Focused Accuracy means you don't miss. You probably won't need it unless you're fighting Arachnos or an AV, but it's nice to have it for those occasions.
Web Cocoon is a second hold, although it's not as quick or anywhere near as pretty as Soul Storm.
If you can go with Mace Mastery and it won't hurt your concept, I'd say go for it and build for the S/L softcap.
If you remain with Soul Mastery and you like hover-blasting stick with the Ranged/AoE Def idea, but bring up the AoE. Ideally, you'd want to try for 35% Ranged and 20-25% AoE Def (with your Acc debuffs effectively bringing you to ~45% Ranged and 35% AoE Def). Putting triples of BotZ in your travel powers (Hover, Fly, Recall Friend, etc.) will help you considerably with that goal.
I'd strongly urge you to get Hasten and to give Fearsome Stare an Accurate To Hit Debuff set (pick the set with the Def bonus you'd prefer). FS slotted like this can be as potent an Accuracy debuff as Darkest Night but it can be slapped on every mob at a much cheaper End price (in addition to Fearing them).
I'd slot Tar Patch with more Recharge Reduction too, so you can hopefully use it with every mob.
Personally, I find that Dark Servant slotting almost a crime. Fluffy is too good to set mule him!
I'd seriously look again at Shadow Fall. It easily yield 5.6% Def to everything, which is better than any set bonus. And it extends that Def to Fluffy and any other pets or team-mates around you.
A stealth proc in Hover or Flight (or TP, Sprint, etc.) can double up with SF to make you invis. It's so easy to have that up for a Dark/Dark that it seems a shame not to. -
Quote:Have fun! A Dark/Dark Corr was my first character, my first 50, and is probably my most-expensively-IOd character. Respecs are a thing of the past thoughThanks for your advice everyone. Think I will go dark/dark. Have a good concept going in my head. Thanks again..
It's a swiss army knife of utility, and I hope you enjoy the hell out of it.
My advice:
Get Dark Blast, Gloom, TT and NF. These are quick attacks and all very good once you learn to use them. They're still not Fire in terms of damage, but the Acc debuff will be keeping you alive longer. Everything else in Dark Blast is optional.
Almost everything in Dark Miasma is bloody brilliant. Except for Black Hole, there's a good argument for every single one of them, and you might get tempted to horde them to yourself, your "preciouseses". Share them with your party. They'll appreciate it.
The debuffs in /Dark are almost as important as the control aspect. Twilight Grasp cripples Regen, Tar Patch slices into Resistance, HT obliterates Regen and FS has a godlike Acc debuff.
The synergy between the primary and secondary of a Dark/Dark is possibly the best I've found in the game. If the damage feels a bit lacklustre, note much more survivable your team is with your actions, and try layering your soft controls to play as a corruptroller. There's a lot of fun ways to play the AT. -
Quote:I agree with your Sonic experience, and I can only guess that Virtue's Blasters and Defenders have been so heavily over-saturated with Sonic Blasts that it's killed the redside enthusiasm for them. The sound and visual effects are also an issue for people playing heroes; I'd imagine those objections are only stronger redside.I duoed over the past 5 months or so with a Sonic/ corruptor. We only saw one other Sonic/ corrupter the entire time. This was on Virtue. We teamed with corruptors almost constantly.
I didn't pay nearly as much attention to the others, but I would guess Energy/ is the only other we saw so rarely. I'm a advocate of Energy Blast for Blasters, but even with that in mind, I don't think it'd work well for a Corr.
Archery, Dark, Fire, Radiation, and now DP are so commonplace, those are the five I'd avoid if you're trying to stand out. The rest are rare enough. YMMV of course.
I see Energy all the time when I'm playing 1-32, but they drop off in popularity after that point. My impression is that it's even worse with Radiation Blasts; I don't think I've seen more than a half-dozen Rad Blast Corrs above 32.
I see lots of ARs in the very early levels, but few of them make it past the 20s. There were a lot more around, even in the end-game content, but the massively-sparkly, FOLM DP seems to have stolen anyone drawn to gun-touted characters.
I don't Dark/ very often. Tenebrous Tentacles, its most noticeable power, is still commonplace because there's a lot of /Dark's and Fluffy casts TT. But actual Dark Blasts? I almost never see them.
In my experience:
Common - Fire, Archery, Dual Pistols (at the moment), Energy, Ice
Uncommon at 50 - Elec, Rad, Dark, AR, Sonic
Uncommon at all - Elec, Rad, Sonic (but Sonic is very common blueside and RWZ/Cim)