-
Posts
204 -
Joined
-
Odd didn't export the link
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Pain Domination
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(9), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), EndMod-I(46)
Level 1: Nullify Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Numna-Heal/EndRdx/Rchg(40)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), EndMod-I(40)
Level 4: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Acc/Dmg(13)
Level 6: Soothe -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9)
Level 8: Hurdle -- Empty(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Conduit of Pain -- RechRdx-I(A)
Level 14: Super Speed -- Empty(A)
Level 16: Short Circuit -- Sciroc-Dmg/Rchg(A), Sciroc-Dam%(17), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(19), Erad-%Dam(19), EndMod-I(46)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A)
Level 22: Soothing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx(23), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
Level 24: Zapp -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Acc/Dmg(25), Mantic-Dmg/EndRdx(25), Mantic-Acc/ActRdx/Rng(37), Mantic-Dmg/ActRdx/Rchg(39)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 28: World of Pain -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(29), ImpSkn-EndRdx/Rchg(29), ImpSkn-ResDam/EndRdx/Rchg(34), ImpSkn-Status(34)
Level 30: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 32: Thunderous Blast -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Dmg/Rchg(34)
Level 35: Anguishing Cry -- AnWeak-DefDeb(A), AnWeak-Acc/Rchg/EndRdx(36), AnWeak-Acc/DefDeb(36), AnWeak-Acc/Rchg(36), AnWeak-DefDeb/EndRdx/Rchg(37)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(43)
Level 41: Power Sink -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), EndRdx-I(42)
Level 44: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
Level 47: Summon Adept -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 49: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1411;696;1392;HEX;|
|78DAA593D94E136114C7BFE94281164A656DCBD296A5AC85D EB95C98B098A054594|
|48D1A9B5A0698A44E493B45D01B1FC07BB7F814AED1779035 88FA0EAE0F50CF39FF|
|A18478E9A4FDFF664ECE77BEFF39DF4C6A63D2A7D4A3F34AF 34FE432C5627A225F2|
|894D6AC7CC19DCAAC1859E5514A452BC1F47CC65CD1971253 393D6B158C6C26971E|
|A76556E771C678697939319B31CCF464FE9E61662C236F06A 6CD55BDA09B56E2E8C|
|6379BCFE712170CCBD48BC55A795858D3F5252FE2396365D5 0AC8FDB4B96E148DBB|
|46CEB03683536B463671BC57AA944ED1EE7A61B38D6C0ED0B FC9A1ECABEC562F087|
|155FD44107F2A187C063C178C440849B54733509AAC72AA6B 1A879A16813941FCAA|
|A0D961A751750D651D28EB40D97A94ADC7CE71546FA1554EA C7239DF4BC8F50E782|
|DF0BD015E09F6C98C1BE94E375C54C145D5BCA07A014F7434 1E98569E325D2A4691|
|1A441C354352ACF6040EA8B417A59517A16E5A536787EAA44 A2BD9F5DB4DFA3724A|
|9E121F04070EA3EF09D123B8E46E8A13A01DB4DE0A22683A7 50A31D6A44D6211968|
|46C8D57C45DA68490197047D33C06541907668B527D7BA271 5DAB6806D41CF8EA06|
|F5710A6F4A03DB9E04F078742BF80DF829E3F822FE4226CBB 080735EEA23D048405|
|D176A04310923E51B6635F1E3A0F80CFC0A1A09DB4CB76DB8 5738EE09C2338E7C85|
|B4114C7FD955CC4ECF4D82731D6BD0B6C01DB30BD23F846E9 BD48D77A7176834091|
|5EAE7E792FCBCE7E84064E222AB0286FC86E7B086D0FA3ED6 1B43D8CB647D0F63AA|
|527ECB6133FC4C328A6398A698E629A25CA1BB3F3C6309E24 C693C47892F6785C95|
|4F937EFCA6CDFC139975553E30A54964FA38E7BFAE0FBEA33 A3573B5A40B2C8B2CD|
|7596EB0DC64B9C5729BE50E4B9AA5FCB1B2DA7F9A0D9D6139 CB728EE5312779F8CB|
|F2B2F858EA58EA59FC2C0D2C8D2C2D2C2196972CE5BFC5751 26D|
|-------------------------------------------------------------------|</pre><hr /> -
replace the end-mod's in short circuit with damage. Damage IO's basically work identically to damage IO's in attacks. One speeds up the battle, one makes it last longer. The net is the same. Throwing one end-mod in your first three attacks wouldn't be a bad idea either.
The EndMods in power sink are only giving you offensive punch. With zero end-mods two targets usually gives you enough End.
If you'd like some IO advice I can help. From the build it looks like you want to be an offensive healer who sits in the thick of it. There are some things you can do to maximize that effect.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1411;696;1392;HEX;|
|78DAA593D94E136114C7BFE94281164A656DCBD296A5AC85D EB95C98B098A054594|
|48D1A9B5A0698A44E493B45D01B1FC07BB7F814AED1779035 88FA0EAE0F50CF39FF|
|A18478E9A4FDFF664ECE77BEFF39DF4C6A63D2A7D4A3F34AF 34FE432C5627A225F2|
|894D6AC7CC19DCAAC1859E5514A452BC1F47CC65CD1971253 393D6B158C6C26971E|
|A76556E771C678697939319B31CCF464FE9E61662C236F06A 6CD55BDA09B56E2E8C|
|6379BCFE712170CCBD48BC55A795858D3F5252FE2396365D5 0AC8FDB4B96E148DBB|
|46CEB03683536B463671BC57AA944ED1EE7A61B38D6C0ED0B FC9A1ECABEC562F087|
|155FD44107F2A187C063C178C440849B54733509AAC72AA6B 1A879A16813941FCAA|
|A0D961A751750D651D28EB40D97A94ADC7CE71546FA1554EA C7239DF4BC8F50E782|
|DF0BD015E09F6C98C1BE94E375C54C145D5BCA07A014F7434 1E98569E325D2A4691|
|1A441C354352ACF6040EA8B417A59517A16E5A536787EAA44 A2BD9F5DB4DFA3724A|
|9E121F04070EA3EF09D123B8E46E8A13A01DB4DE0A22683A7 50A31D6A44D6211968|
|46C8D57C45DA68490197047D33C06541907668B527D7BA271 5DAB6806D41CF8EA06|
|F5710A6F4A03DB9E04F078742BF80DF829E3F822FE4226CBB 080735EEA23D048405|
|D176A04310923E51B6635F1E3A0F80CFC0A1A09DB4CB76DB8 5738EE09C2338E7C85|
|B4114C7FD955CC4ECF4D82731D6BD0B6C01DB30BD23F846E9 BD48D77A7176834091|
|5EAE7E792FCBCE7E84064E222AB0286FC86E7B086D0FA3ED6 1B43D8CB647D0F63AA|
|527ECB6133FC4C328A6398A698E629A25CA1BB3F3C6309E24 C693C47892F6785C95|
|4F937EFCA6CDFC139975553E30A54964FA38E7BFAE0FBEA33 A3573B5A40B2C8B2CD|
|7596EB0DC64B9C5729BE50E4B9AA5FCB1B2DA7F9A0D9D6139 CB728EE5312779F8CB|
|F2B2F858EA58EA59FC2C0D2C8D2C2D2C2196972CE5BFC5751 26D|
|-------------------------------------------------------------------|</pre><hr />
This build is basically identical to yours but I moved the slots around a bit and put in some sets.
Some reasoning:
1. I maximized recharge bonuses. You have about a ten second downtime in your hasten and a ten second leway in your recasting of World of Pain. Anguishing cry is also up very often.
2. Slotted EndMod into your first two attacks and short circuit. This buffs both the End nuked out of your enemy, but increases the recovery debuff. Also for your first two ST attacks the slotting I put in makes them cost 3.6 End and have a 30% chance to be free. The EndMod in Short Circuit won't give you end back but that ability has a HUGE End drain that you buff the heck out of.
3. I picked up snipe just to slot the snipe set. The snipe sets have amazing bonuses to balance against the fact that you can only ever have one of the set on any character. Snipes suck, snipe sets are good.
I didn't multiple slot stamina. with Power Sink you might not even want stamina. With Nullify Pain on autofire and soothing aura up, you'll basically have the equivalent of over 1700 regen, add in the resits from perma-WoP and charged armor and you're a mean little support beast. -
I've played Axe/FA and Axe/WP to the 40's. Looking at axe on paper it looks like a sick aoe set. In practice though you really only have two actual aoe attacks. Pendulum and whirling axe. Cleave isn't really an aoe. With the range and radius on it you may be able to line up 3 targets with practice, but realistically you're looking at two for the most part.
The other issue with axe is that the aoe attacks max out at a 10 yard radius. You get two attacks that hit many targets, but they have to be right on top of you.
War mace comes with a better cone than axe in shatter. Shatter has more than twice the cone radius, but comes 2 yards shorter. You'll get more targets in it, but lose the ranged component somewhat.
If you're looking for an aoe set Elec, SS and stone will all make you happier. If you're looking for a mitigation set Warmace is one of the better ones for ST mitigation. If you're looking for an ST set Warmace is still not too bad.
Both sets are end heavy though. For me, axes didn't feel like it was giving me the value for the endurance spent. The ST attacks in axe all animate very quickly though and with enough recharge that can make the difference for dishing out damage.
For mitigation I prefer stone. For aoe I prefer stone. For damage I prefer stone. This is me though, and "me's" are a minority. -
ten second check. Anything that has a constant activation follows that.
-
Plant and mind would be my first two picks for storm. Followed by Earth, then Ill. Though I admit that grav/storm would be nice for diso stacking AND it has the best pvp hold. Fire has more damage. Plant has more flexibility and a damage pet. Earth has more control options to cover numerous scenarios, but none of them is really super-effective in pvp.
I know mind doesn't get you goin, but it's actually not a bad pvp primary. Mind has a mag 1.5 infinite duration hold. If the word "infinite" in front of the word "containment" doesn't get you a little hot, then check your pulse and call 911, because your heart has stopped beating. -
[ QUOTE ]
[ QUOTE ]
I just am not turned on by Mind Control lol.
[/ QUOTE ]
In Russia, Mind Control turns you on!
[/ QUOTE ]
Actually I think he would have said "In Russia, Mind control turns on you!" -
I'd even take torrent and 6 clot it with kinetic crash. You won't be using it all the time, but if you get mobbed by melee with immob resists this will give you the breathing room you need.
-
Elec/Dark is okay. Elec/Storms is thematically appropriate for a storm bringer. Elec/Traps gives you some control, damage and debuffing to help out. Elec/Kin just looks like fun with the semi-crashless nuke making a rotation including it smoother and with less reliance on blues to nuke effectively.
-
I'll never take it redside because There's always the patron pools to get aoe -fly. Blue side, though, I take it and almost never use it. BUT, I'm always happy it's there when I need it.
-
[ QUOTE ]
The point isn't that SBing the team is hard, the point is it's not fun.
[/ QUOTE ]
Exactly. I like shield buffs. I like the aoe buffs. I like long recharge buffs. These are all low maintenance and make me feel like I'm doing something useful for the team beyond the obvious. Everyone appreciates them. They're easy to deal with. Last for a decent amount of time and don't interupt your fun too much. SB doesn't last a decent amount of time. SB does interrupt your fun too much. SB is the only buff in the game that I don't like. -
On my Trollers I only buff SB if it's between pulls and I don't have anything more pressing concerning me, like locking down mobs, staying alive or whotnot. On my fenders I SB constantly and feel personal failure if anyone has to ask for it. My corruptors can go either way. Depends on how short the team is on damage. If the answer is "a lot" then I'll be doing more blasting than individual buffing.
-
My fire/Traps, Dark/Therm and Ice/Kin corrs all love their nukes. If you want to nuke without penalties go /Mental, slot out drain psyche for end recovery and go nuts. I imagine Ice/Mental would be nuts for that reason.
-
Mind/TA is very easy on the video card. It's very clicky, but most of those clicks are very effective. You can hold down many groups at once, while debuffing them for your team, or you can melt down single groups very quickly. The secondary is very light on endurance costs. Which is nice with mind because of telekinesis which basically adds a very nice panic button in case you need another one.
Imo mind/TA has more overall control than earth/storm. earth/storm is far far easier to play though. The combinations and choices you have to make are obvious. Your secondary helps boost the lack of damage from your primary. Earth/Storm and Plant/Storm are two trollers I've always wanted. The -KB in the immob makes your tornado and hurricane less annoying in groups and easier to abuse.
I'm super tempted by both of those options too, but I'd go with Earth/Storm. It will be slow early, but MA can help with that. In later levels you will be a nearly unstoppable machine capable of tanking, herding, positioning and debuffing. The secondary does a lot without a lot of thinking and the primary is filled with a nearly endless supply of panic buttons and useful skills. -
I've personally run AR with /Dark, /Rad and /Pain to 50. /Rad was the only one that I spent money on though. Dark was a good complement. A lot of slowing and stopping matched up well with ignite. both AR and Dark have end issues though so it's a somewhat slow build before heavy slotting. AR/Rad gives you a larger damage potential from AR from stacking AM and the offensive toggle. The slow patch in /Rad is similar enough to the one in dark to help with ignites. A patron immob is the best complement to AR no matter which secondary you pick.
-
I've done all the patron powers and the corallax and fortunata are nice for the damage type, but the disruptor is my favourite by far for corruptors. The disruptor has a shorter recharge on it's immob. it's immob has a larger radius. The psi shockwave is nice on the psionic's when it happens, but it's not used that often and usually doesn't have a significant effect. The bot also has very decent resists. So decent that I made one of the four slots in him the expedient reinforcements +res IO and now he can solo tank large spawns by himself while keeping many of them locked down in immobs.
-
That actually only gave me a question to ask. When pets die and their aggro transfers to you, does it round down to 17 or allow you to artificially sit above the cap? Even if it doesn't do that I can see a definite advantage to MM's for overall tanking. After CoXR comes out I don't think I can see any reason to make a tanker ever again. The target cap and melee range limitation makes them seem significantly less desirable than MM's who can go over the target cap, soak similar damage AND have a buff/debuff secondary.
-
I have an ice/kin and a fire/storm already. I set them both up to maximize mitigation as much as possible while slotting lots of recovery on the stormy and recharge on the /kin. I like how each tanks spawns. Now I'm looking for a new tanking corr build.
I can't decide between /Pain, /Traps and /Sonic. /Rad looks tempting for mitigation and damage, but outside of the offensive toggles, it fails at defenses.
Any thoughts on this would be appreciated. I'm open to any primary with them as I haven't decided which primaries would be best to maximize the effectiveness of the secondaries for my needs. -
[ QUOTE ]
[ QUOTE ]
You might want to skip boxing/tough/weave to make room. I'm going for Aid Other/Self myself.
[/ QUOTE ]
With common IO's Mids is showing some really nice defense and resists using tough weave steamy mist and dark embrace. In the 15 seconds power boost is up I'll be at 18.9 defense, with 17-50 DR. I played around with slotting sets, and it's nothing to sneeze at, going by the numbers.
[/ QUOTE ]
There is no way you will be able to run tough, weave, patron armor, mist and hurricane at the same time. I have a build maximized for recovery on my stormy (3.87 end a sec) and I still bottom out on big spawns. This is only with the storm toggles and patron armor. I know that the answer is to pick up conserve power. The only thing keeping me from swapping to mu is that I want four powers out of the pool and my build can only fit three patron powers. Luckily Scorpion only has three I want. -
On my fire storm I skipped thunderclap and picked up snow storm on my first go round. After playing it for a month or so I respecced out of snow storm and picked up thunderclap. There are just more scenarios where an AOE Diso will be handy than a slow toggle. I have snow storm in my pvp build though. Single slot only, with tempered readiness slow/range.
-
[ QUOTE ]
I made my stalker to get back into melee pvp, so I understand why people don't think of them for pve. but they can and do suceed very well. CoX has always, in my mind beeon one of those games where in pve player skill > build and fotm setups.
[/ QUOTE ]
This is why I play CoH. It's not always true, but it's true more than in any other MMO I've played. -
I love my Elec/EA stalker. I made him just to pve. He outtanks many brutes, deals substantial aoe damage and is overall my favourite melee AT on teams. I can sit in cap for an entire saturday though waiting for a team to actually take me up. It's really frustrating.
-
[ QUOTE ]
[ QUOTE ]
I agree with most of your post, but the markets are only seperated by faction (hero and villain), not across servers.
There is NO difference in price from server to server.
[/ QUOTE ]
Siolfir is right, market prices are the same per faction.
The only issue is the market bounces up and down like an ADHD three year old after eating 5 mars bars and being given a trampoline for christmas.
[/ QUOTE ]
I loved the MA when it first came out. I made billions and billions off of selling common salvage. -
slotting a slot set into it is really nice. It makes the effect serioulsy good for herding for your mercs to go to town with their cones and...the medic and his stupid grenade. If you're not capped on 6.25% haste bonus's though slotting posi's would net you better recharge, but the damage increase is really really not noticable. Though posi's does give you some more range, and range is painful on this ability.
-
from my observations storm seems to treat procs as chance on cast. You can't, however increase their haste in any way, so with the speed they attack I sorta wish it was checking every ten seconds instead.
-
The only /Kin that I haven't felt end starved on was my Elec/Kin. Slot all the attacks for 2 Endredux and 2 Endmod and they become pretty efficient. The damage is terrible compared to other setups, but the ability to pump out non-stop ST damage is nice.
Elec/Kin actually felt like a really powerful build until I hit Sentinel. Sure it has great DPA and DPE, but in a kin build it feels really...slow.