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Posts
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Joined
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Start with the basics for building a Fort. Get a solid single target attack chain (Usually Dominate-Subdue-Gloom). Softcapped defense to melee, ranged, aoe at minimum. As many leadership toggles as you can get without killing your end bar (Maneuvers and Assault primarily). After you have that sorted out add in powers that support your play style. Add in some AoE damage or control or even a melee attack chain. Slotting wise you want end reduction, +recovery, recharge, and defense. +HP and +regeneration always help as well. Long term goals would be perma Mind Link, perma Hasten, and 60%+ defense (for incarnate content).
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Also watch the set bonuses. You have 9 +9% accuracy IO bonuses. Only 5 of them are actually doing anything for you.
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This is what I run currently. Lots of expensive toys but none are required to get the build working. The 2 Siphon Insight sets and the Steadfast Protection +3 def IO are all that you need to get to the S/L softcap (Assuming well slotted defense powers). End is only a problem if you spam your attack chain. Throwing in some debuffs is usually enough to keep the end bar up. The power order is a bit off though, Hasten and Super Speed should be taken at 6 and 14.
For your Alpha I would really suggest Musculature Radial Paragon. It covers more of what a Fire/Dark does all the time.
Villain Plan by Mids' Villain Designer 1.942
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: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(15)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23)
Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(48)
Level 14: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(31)
Level 16: Shadow Fall -- RedFtn-Def/Rchg(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/EndRdx(33), RedFtn-Def(43)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34)
Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50), S'fstPrt-ResDam/Def+(50)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
Level 28: Petrifying Gaze -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40), EndRdx-I(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(46)
Level 41: Super Jump -- Zephyr-ResKB(A)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: Marshal
Level 50: Musculature Radial Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43), Mrcl-Heal(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(39), P'Shift-End%(45)
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Here are my thoughts for Dark/. My experience is mostly from my Fire/Dark Corruptor but in most cases they apply better to a Dark/ defender, especially a Dark/Dark.
Alpha: Musculature Radial Paragon for the To-Debuff. It's the set's primary tool so anything to make it stronger is welcomed. More damage is always good. The immobilization and endurance modification are a bonus for D3s. Don't forget the Alpha slot is passed along to Fluffy.
Judgement: Pyronic Radial Final Judgement. Higher target cap and chance for stun (will stun a boss). Can't remember what you need to stun a Elite Boss but with Howling Twilight you have to be getting close. More a thematic choice than anything.
Interface: Reactive Core Flawless Interface, the only slot that feels effective all the time.
Lore: With I20.5 adding even more pets this is going to become even more a thematic choice than it already is. Currently running Seers just for the +tohit and dmg from the support pet.
Destiny: Get 2. Ageless Core Epiphany and Clarion Core Epiphany. Ageless if you don't think you are going to get mezzed to speed up the group. Clarion for permanent status protection. -
One possibility would be to draw out the length of the DoT. Instead of 5x13.4 dmg over 4.3 sec (Mids numbers) pull it out to 5x13.4 over 8.6 sec. Or to be more visually interesting 10x6.7 over 8.6. This makes more sense with the other interface debuffs lasting 10 sec (I think they do). Not sure how it would play out but would get closer to bringing reactive more in line.
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I'll throw in a suggestion for Fire/Dark Corr as a solo and low level friendly option. No ally targeted powers and a nice AoE minion melter by level 6.
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Yeah sounds like the 5770 is going to be solid in the Price/Performance area. The 5750 might even be adequate. But there is a chance that Nvidia will release new cards before Ultra-mode comes out. Which could mess with prices and suggestions.
On the Windows 7 front I have been running it on all of my computers (even my netbook) since beta without any problems. I would absolutely suggest it over XP and more so over Vista. -
A 8500 probably won't be able to run Ultra mode in any appreciable manner.
Since an 8800 GT is virtually the same as a 9800 GT the 8800 GTX should perform slightly better than a 9800 GT.
Perfect_Pain just hope that they get SLI working so that 295 works fully. -
Quote:I see this to mean that Ultra mode is very shader intensive. The Radeon 5000 series is excelling in this area because they are built to handle more shader intensive tasks (DX11 has a lot of important shader features). For buying a new card if the 5770 is performing well as a mainstream card it is possible that the 5750 or even the 5670 (unlikely) could be able to handle Ultra mode at some level. Don't quote me on it but it seems logical based on the performance of the cards.For those of you who are graphics card-savvy (for I know about as much about graphics cards as your average silk worm), is this likely to mean that the requirement for Ultra Mode is less than they originally thought, or that this specific graphics card is particularly wonderful at running it? Either works for me, I just wanna know what to peek for.
But really I would try and wait until March or April as Nvidia will hopefully release some new cards. They probably won't be in the 5770 price range but they could push down prices on Radeon cards. -
Yeah most pets count for Vigilance. Try playing with a plant troller with carrion creepers and watch as you get capped end discount.
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It may not be the "best" but my Dark/Dark defender was solid in teams from 12 up with Fearsome Stare, Darkest Night and Tar Patch. Tenebrous Tentacles at 16 and Nightfall at 20 for more control and some AoE damage. And with some solid IOs Stamina is not necessary.
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If you are looking for more recharge dont forget about the Cloud Senses set which gives you 6.25% recharge as well as a great proc.
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I have a feeling that the 50 mag protection from AV triangles is on top of the normal protection that the mob would get.
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Ninja Reflexes, Danger Sense, Hide, Caltrops, Kuji-In Sha(Heal) are the ones that I saw while fighting him. So 26% defense to all positions and a 600hp heal. And FYI it is a Boss not a EB.
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FYI I won't get into Ulitmo's issues.
After running the first mission in that arc (That is the right one?) the boss you are talking about is a custom character Claws/Ninjitsu (I think caltrops, defense, hide and a heal). -
The only problem with the inherent being based off the secondary is that, unlike a tank, you have use your primary less in order to get the most out of it.
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Ill be probably be available for this on my 45 Dark/Dark Def Inky Soul.
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Quote:My Tank and Warshade beg to differ. With a solid team she should go down fine.FYI you'll need a lot of ranged damage/holds to get past Ghost Widow in last mission. Her siphon life only works in melee range, and defeating her is hopeless if a character is within that range. Good Luck!
Oh right and I can probably make it with my Dark/Dark Def Inky Soul. If you need a tank I have one available. -
Quote:Just because it bothering me, the problem is that the toggle phases the target. You can't affect a phased target so the toggle would turn off.
So... we couldn't have it apply an Endurance drain on the caster that stacks with each pulse (thereby increasing the endurance over time)?
Ulitmo you are digging your own hole here. Give us some solid evidence that FF needs your suggested changes and maybe we can get back on track. But the only thing you have shown is you are having endurance problems, totally unrelated to your suggestions. -
Quote:I believe this is more targeted at the times when the leader DCs and the new leader is a lower level. For example if the lvl 50 leader DCed on a Posi and the new leader was lvl10 then the rest of the team would be dropped but the rest of the mission would still spawn at 15 (Possibly the entire TF). Which now that I think about could probably work in reverse. Doing a Master ITF with everything spawned at 35 but the team at 50 comes to mind.I would like to know the reason, why this was changed? Or was it never intended that we should have this option?
I really liked the option to change the difficulty, if you see that the team doesn´t work well.
Or if you see, that it could easy handle higher enemies. -
So is there any big reason to take Jacob's Ladder if you don't need the AoE portion? I currently have it but the AoE is often wasted and HP does better dps. Is there something I'm missing. I will drop to 48% aoe defense but gain 2 points of melee (to 53.2%), 2.5% damage and 1.5% hp. (Multi-Strike to Touch of Death)
Thanks
Tai -
One nifty thing you can do with PP is put the some end mods in and the Miracle unique. This will boost the endmod output of PP and the unique and open up a slot in Health for better regen.
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It says that it is fixed in the patch notes. Haven't tested on live though.
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Dark, Willpower, and Shield Defense all give Fear protection