wasteomind

Citizen
  • Posts

    9
  • Joined

  1. wasteomind

    Defense advise

    7.7% S/L def and 29.1% S/L res.

    I didn't really build with def or resist in mind since i was pretty much untouchable with all the to hit debuffs. But again its the stuns that get through that end up killing me because they detoggle Darkest Night and Oppressive Gloom, leaving me defenseless unless I can break out of the stun fast enough. Often times that is hard though, because its near instant death if Darkest Night drops.

    Shadowfall never seems to detoggle when I am stunned, and if Scorpion shield has a low chance to detoggle as well it would stand to reason my defense would be intact even if the Darkest Night detoggled, Giving me a higher survival chance.

    At least that's my theory.

    Edit I'm usually converting all insp to purples anyways and using 2-3 per pull. But when they wear off or I run out things get harder.
  2. wasteomind

    Defense advise

    My current build has a toggle on end use of 0.82/s

    Switching to the capped S/L build would result in a end use of 0.7s.

    So I do end up becoming less end heavy on toggles. Skills would be about the same if i used the immobilize to any great extent. I don't foresee it being a problem.

    I just don't know if this is worth pursuing or not because it doesn't seem to be completely clear if capped S/L will improve my survival or not.
  3. wasteomind

    Defense advise

    OK sorry for posting on this but I've looked through 17 pages of threads and searches and just can't find the answer I'm looking for.

    I'm currently playing a Fire/Dark cor using the new Dark Mastery pool. I love the end drain, damage buff, and aoe stun powers in this pool. The resistance shield is kinda meh, and the self res I ignored.

    I love the damage and utility of this set, but I feel stuns are my greatest weakness and kill me more often then not with the amount of enemies I pull. My understanding it a lot of the damage in this game has S/L components to it. Does this include most enemy skills that stun?

    If I was to change over to the Mace pool, it seems I could very easily cap S/L def with some slight revisions to my sets, and also gain an aoe immobilize power. But this would be at the loss of the dark skills I mentioned above which again are:

    -a PBaoe end absorption skill, long recharge but pretty much eliminate the need for blue insp.

    -a mag2 pbaoe stun which is great for minions that break lose of tarpatch. Also when used in conjunction with HT produces enough stun for LTs, and Bosses in some cases.

    -a pbaoe damage buff (68%) that does damage close to fireball.

    Now in a few posts I've seen people aiming for capped range defense by taking boxing/tough/weave/maneuvers in their builds and to me that is just something I won't do.

    So the question I have, is this; Is there a tangible benefit to be had by capping S/L defense on my character over ranged defenses? What does one offer that the other doesn't? Would this help me in the long run, or just end up gimping my damage output for little reason?
  4. wasteomind

    Which to choose?

    Looking to play a melee class of some sort. I've come down to choosing between Stalker or Scrapper to do so. I will be taking this toon through Praetoria and am not afraid of some initial difficulty with the class as long as the payoff in the end is worth while.

    I'm looking to be able to effectively solo mob spawns for x8, at anything between +0 to +2 to be happy. Higher than +2 would definitely be a plus. However the biggest factor is having the aoes along with enough reasonable single target dps and soft capped defenses to be able to solo any EB i come to without problems. AV/Heroes too if possible but not really a necessity. It doesn't have to be an OMGWTFBBQ farming build, but something that doesn't have issues taking down a 10 mob spawn or a hardened target.

    Another factor is I like taking stealth and using stealth i/o's to quickly complete missions, or stealth through areas without gaining aggro. Any builds I make will be constructed around this concept. Stalkers gain this innately in Hide, so its a point in that category.

    I'm leaning towards electric melee for the aoes.

    If scrapper probably ElM/SD.
    If stalker probably ElM/Nin.

    I have concerns with both builds. Concern that the scrapper lacks in single target damage what the stalker can gain from Assassins shock in an attack chain. Also concern that the stalker loses both st and aoe dps from seemingly lower base attack from the AT differences and lack of AAO that shield provides, while having lower hp. I realize Nin would have the heal, but lower resistances compared to shield and less hp from the AT.

    So I guess my question is which would you choose and why?

    Also would any other builds meet the criteria above? My friend plays a Claws/SR stalker, and does really well, but honestly the single cone/aoe in the form of knockback with shockwave is completely meh in my opinion. Does the spin power in the scrapper claws primary make up for the loss of burst from AS when fighting hardened targets? His character is the primary reason I'm considering stalker at all.
  5. Grats on the great class choice. I've been playing one myself lately and hope I can be helpful to you. This is going to be a long post, so I hope you don't mind some reading.

    Not a bad start. You took most of the same powers I did. I too took BB and Inferno at first, but given the tools Fire/Dark has, I just found there to be absolutely no good use for them other than slot mules. With I18 cors got access to dark mastery, which in my opinion, brings a hell of A LOT more to the table then you can get with Mu. I'll explain that in a minute.

    A few things of note on your build as it is. Fearsome stare is far more effective when it is slotted for to hit debuff rather than fear. The fear lasts long enough as it is, and its the to hit debuff on it combined with Darkest night that really makes it shine.

    I feel your stamina and health powers are very over slotted. While leveling, I was using some very easy to obtain level 28-33 sets (cheap too, didn't pay over 100k for anything which is easy money) to bring down end costs on powers. I also tried to slot as many end recovery bonuses as I could to help minimize the hurt. My end use is laughable now. Combined with the end drain/recovery power in Dark Mastery, I very rarely ever need to pop a blue insp. In fact, I'm constantly turning all red/yellow/blue/green insp into purples when I am playing because I don't need anything else. More on that when I explain Dark Mastery below.

    Tar patch doesn't benefit much from any sets imo. They don't do it enough justice just for the trivial set bonuses that are in the slows category. Save yourself a slot or two and just use regular I/Os to play to its strengths. You'll want 2-3 recharge depending on global recharge bonuses, and 1-2 slows. It doesn't need accuracy, and doesn't cause damage, so slotting anything for those aspects isn't helpful.

    Combat jumping doesn't need an end reduction, nor does enhancing its def bonus provide much benefit. I'd say just chuck the lowest level luck of the gambler recharge bonus in it that you can get and be done with it. Use that extra slot elsewhere.

    Dark servant is extremely unpredictable with its skills. Don't rely on it to heal you, or to hold that one mob you really need held in a pinch. Slot it for accuracy and to hit debuffs since he seems to do his best with that. Also, you can slot damage procs on his to hit debuff based skills, which help a lot. Its always nice to see some damage coming from him when he throws his cone immobilize.

    Also I noticed you didn't take Acrobatics or slot any knock back protection. Knock backs and stuns will be your biggest challenge to survival. Holds on occasion but not as much. Since you've taken CJ and SJ, consider finding room for acro too.

    I posted this in another thread, and will re post it here in hopes that it is helpful to you:

    I recently came back to the game just before going rouge and was hard pressed to decide between Fire/kin and Fire/dark. I wanted to be an all out damage dealer this round.

    I played a 50 Fire/Kin controller pretty heavily before I quit many months ago, and also have a 50 Kin/Electric Defender, and a 50 Earth/Kinetics controller. I love kinetics and know what it brings to the table in terms of sheer awesomeness.

    In the end though I chose Fire/Dark and am really glad I did. It just has so many tools for destruction its not even funny.

    By level 15ish I was already pulling big trains and using Line of sight to my advantage by hiding behind a corner and dropping tar patch and rain of fire and rarely getting hit. By level 33 I was already soloing +0/8x loaded missions. I'm currently about halfway to level 48 soloing +2/8x COT missions and its just seriously too easy. I probably could have been soloing +2's sooner, but never really occurred to me to start trying until today.

    Tar patch and darkest night are an amazing combo for a fire primary. Just lets you set up the Aoes, and the debuff from Tar patch makes them eat it badly. Get enough recharge and double stacked tar patch makes them hurt.

    It was mentioned before that taking Mu for a patron/epic was a good choice, and while I agree, I believe the new APP pool choice of Dark Mastery available since i18 released is a much much better choice.

    Oppressive Gloom is amazing for survivability. On paper it looks pretty weak, but the mag2 stun is enough to basically take just about any and all minions out of the fight if they break loose from tar or darkest night. Before taking this I was having serious issues with Carnie strongmen and Council wolves that tar patch can't slow, and who run around like psychos when rain of fire is falling.

    Now if they get close to me, they are stunned pretty quick, if they do manage to get an attack off, it is usually a miss thanks to my def from shadowfall and combat jumping along with the tohit debuff on fearsome stare, or its damage that is easily replenished using our heal.

    Also the other benefit to this, is if you take the Howling Twilight res skill, you can abuse its stun component which is also a mag2. Alone it isn't that great, but its an auto hit, so fire it off first, then run into melee range with Oppressive gloom running and you have stunned minions and LTs, sometimes even bosses. Great synergy makes even trivial skills great.

    The end drain Dark Consumption skill is really nice. Fire/Dark can be end heavy, and while this power has double the recharge of the mu mastery version, it does decent damage if it scourges and 5 slotted with the efficiency adapter set I'm getting 50-70% end back from 1 mob. Considering its a PBAOE, 2 mobs and your back to full end. Haven't had end problems since taking this.

    Soul Drain though, is the awesomesauce that makes the Dark Mastery all worth taking. Its a PBAOE skill that buffs your damage and tohit while doing damage to the mobs comparible to Fire Ball. Its basically a slightly less impressive self-fulcrum shift. For not taking Kinetics, I feel this is the best subsitute you can get. I'm constantly running anywhere between 80-150% damage boost and 150%ish tohit from this combined with aim. Add inspirations which drop like candy when solo aoeing and you can constantly push 240%+ in damage bonus with no trouble at all.

    A typical pull is darkest night into tarpatch, fearsome stare, possibly howling twilight for the stun, then run into the middle of the mobs, fire off soul drain, drop rain, pop aim, back out and find a target for fire ball in the center. Usually by this time, most minions are dead, so finding a target for fireball and fire breath quick enough is a challenge, so I'll usually just target the closest mob to me and let the rest of the aoes rip. At that point its just clean up anyways.

    Dark Mastery app also has a damage resist shield I plan to take at 49. Haven't needed it till now cause I'm just demolishing everything in front of me, while taking little damage anyways. Between my own heal, my pet debuffing and healing, most times I don't have any issues. If I do, its nothing 2-3 purple insp can't fix.

    Last night I even soloed a +2 elite boss version of Lord Recluse on the Scirocco story arc. I'm not sure how many classes can do that with the numerous Boss adds he spawns. But I impressed myself. I also fought a Hero class version of Malaise. He's annoying due to the pets he summons and constant confuses he throws, but wasn't much of an issue for me.

    The only issues I have on this character are end draining mobs that can detoggle darkest night, or stuns. Stuns is the big killer, but played well it isn't a huge issue at all.


    For anyone curious, this is my current in-game build, 100% accurate down to slotting and enhancement levels:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Korem: Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Fire Blast
    • (A) Decimation - Accuracy/Damage: Level 30
    • (3) Decimation - Damage/Endurance: Level 37
    • (15) Decimation - Damage/Recharge: Level 32
    • (33) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (36) Decimation - Accuracy/Damage/Recharge: Level 31
    • (46) Empty
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing: Level 32
    • (5) Touch of the Nictus - Accuracy/Healing: Level 33
    • (15) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 33
    • (17) Accuracy IO: Level 35
    • (36) Empty
    Level 2: Fire Ball
    • (A) Accuracy IO: Level 35
    • (3) Damage Increase IO: Level 35
    • (13) Damage Increase IO: Level 35
    • (17) Damage Increase IO: Level 35
    • (34) Endurance Reduction IO: Level 35
    Level 4: Tar Patch
    • (A) Recharge Reduction IO: Level 35
    • (5) Recharge Reduction IO: Level 35
    • (7) Recharge Reduction IO: Level 35
    • (19) Slow IO: Level 35
    Level 6: Rain of Fire
    • (A) Accuracy IO: Level 35
    • (7) Damage Increase IO: Level 35
    • (13) Positron's Blast - Accuracy/Damage/Endurance: Level 28
    • (19) Positron's Blast - Damage/Recharge: Level 33
    • (34) Endurance Reduction IO: Level 35
    Level 8: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 33
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 33
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 33
    • (29) Dark Watcher's Despair - Recharge/Endurance: Level 33
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 33
    Level 10: Fire Breath
    • (A) Accuracy IO: Level 35
    • (11) Damage Increase IO: Level 35
    • (11) Damage Increase IO: Level 35
    • (31) Positron's Blast - Damage/Recharge: Level 29
    • (34) Endurance Reduction IO: Level 35
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 14: Super Jump
    • (A) Jumping IO: Level 35
    Level 16: Swift
    • (A) Run Speed IO: Level 35
    Level 18: Health
    • (A) Healing IO: Level 35
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 43
    • (21) Performance Shifter - EndMod: Level 37
    • (21) Endurance Modification IO: Level 35
    Level 22: Shadow Fall
    • (A) Red Fortune - Defense/Endurance: Level 30
    • (23) Red Fortune - Defense/Endurance/Recharge: Level 33
    • (23) Red Fortune - Endurance: Level 28
    • (29) Red Fortune - Endurance/Recharge: Level 27
    • (43) Red Fortune - Defense/Recharge: Level 35
    • (46) Empty
    Level 24: Blaze
    • (A) Thunderstrike - Accuracy/Damage: Level 35
    • (25) Thunderstrike - Accuracy/Damage/Endurance: Level 31
    • (25) Thunderstrike - Damage/Recharge: Level 39
    • (33) Thunderstrike - Damage/Endurance: Level 36
    • (36) Thunderstrike - Damage/Endurance/Recharge: Level 39
    Level 26: Fearsome Stare
    • (A) Cloud Senses - ToHit Debuff: Level 30
    • (27) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (27) Cloud Senses - Accuracy/Recharge: Level 30
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (37) Recharge Reduction IO: Level 40
    Level 28: Acrobatics
    • (A) Endurance Reduction IO: Level 35
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 35
    • (31) Recharge Reduction IO: Level 35
    • (31) Recharge Reduction IO: Level 35
    Level 32: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 30
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 29
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 33
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 30
    • (43) Empty
    • (50) Empty
    Level 35: Howling Twilight
    • (A) Stupefy - Accuracy/Recharge: Level 29
    • (45) Stupefy - Accuracy/Stun/Recharge: Level 31
    • (45) Stupefy - Endurance/Stun: Level 34
    • (45) Stupefy - Accuracy/Endurance: Level 35
    • (46) Stupefy - Stun/Range: Level 33
    Level 38: Dark Servant
    • (A) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (39) Cloud Senses - ToHit Debuff: Level 30
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (39) Cloud Senses - Chance for Negative Energy Damage: Level 30
    • (40) Accuracy IO: Level 35
    Level 41: Dark Consumption
    • (A) Efficacy Adaptor - EndMod/Accuracy: Level 34
    • (42) Efficacy Adaptor - EndMod/Recharge: Level 28
    • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 30
    • (42) Efficacy Adaptor - Accuracy/Recharge: Level 32
    • (43) Efficacy Adaptor - EndMod/Endurance: Level 29
    Level 44: Oppressive Gloom
    • (A) Accuracy IO: Level 45
    Level 47: Soul Drain
    • (A) Accuracy IO: Level 40
    • (48) Empty
    • (48) Empty
    • (48) Empty
    • (50) Empty
    Level 49: Dark Embrace
    • (A) Empty
    • (50) Empty
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 15
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 6.75% Max End
    • 3% Enhancement(Stun)
    • 42.5% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 14% FlySpeed
    • 100.4 HP (9.37%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 9.95%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 13.5% (0.23 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 14% RunSpeed

    ------------
    Set Bonuses:
    Decimation
    (Fire Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Touch of the Nictus
    (Twilight Grasp)
    • 20.1 HP (1.87%) HitPoints
    • 9% Enhancement(Accuracy)
    Positron's Blast
    (Rain of Fire)
    • 2.5% (0.04 End/sec) Recovery
    Dark Watcher's Despair
    (Darkest Night)
    • 16.1 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    • 2% DamageBuff(All)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Red Fortune
    (Shadow Fall)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Thunderstrike
    (Blaze)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    Cloud Senses
    (Fearsome Stare)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Stupefy
    (Howling Twilight)
    • 2.5% (0.04 End/sec) Recovery
    • 20.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Dark Consumption)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 2.5% DamageBuff(All)







  6. Thanks for the replies and guides full of info. Though with all the stalkers suck mentality around here, and my plans to take any toon I make now through praetoria content then most likely hero side, am I gimping myself by rolling electric as a stalker?

    By gimping I mean subjecting myself to the prejudices of stalker hating TF/SF/Mission teams?

    On paper Electric/Shield just seems like such a higher damaging combination with similar or better survival. Going that route all can gather I'm losing as a trade off would be a self heal and the AS skill, unless I missed something.
  7. I'm looking to roll a stalker, and right now my sights are set on Electric/Ninjitsu. I don't have any personal experience with stalkers past level 20 so if I'm going to level one I'd like to know what I could be capable of.

    My question is this, with soft capped def, would this build be able to solo any AV's, if not AV's at least the Elite Boss version of Lord Recluse on the patron story arcs?

    Also how would it fair at soloing +2/8x missions?

    Also how bad would defense debuffs be on a /Nin secondary? The build I was playing around with has about 34% defense debuff resistance. I'm no expert on it, but this seems low to me compared to say, SR which can easily push into the 90% area.

    If elec/nin doesn't fit this sort of application, is there another stalker that does? If not am I forced to the realm of Scrappers?
  8. I realize you said your Corruptor project was on hold but I just want to add my 2 cents. I have to fully agree with a Fire/Dark build. I recently came back to the game just before going rouge and was hard pressed to decide between Fire/kin and Fire/dark. I wanted to be an all out damage dealer this round.

    I played a 50 Fire/Kin controller pretty heavily before I quit many months ago, and also have a 50 Kin/Electric Defender, and a 50 Earth/Kinetics controller. I love kinetics and know what it brings to the table in terms of sheer awesomeness.

    In the end though I chose Fire/Dark and am really glad I did. It just has so many tools for destruction its not even funny.

    By level 15ish I was already pulling big trains and using Line of sight to my advantage by hiding behind a corner and dropping tar patch and rain of fire and rarely getting hit. By level 33 I was already soloing +0/8x loaded missions. I'm currently about halfway to level 48 soloing +2/8x COT missions and its just seriously too easy. I probably could have been soloing +2's sooner, but never really occurred to me to start trying until today.

    Tar patch and darkest night are an amazing combo for a fire primary. Just lets you set up the Aoes, and the debuff from Tar patch makes them eat it badly. Get enough recharge and double stacked tar patch makes them hurt.

    It was mentioned before that taking Mu for a patron/epic was a good choice, and while I agree, I believe the new APP pool choice of Dark Mastery available since i18 released is a much much better choice.

    Oppressive Gloom is amazing for survivability. On paper it looks pretty weak, but the mag2 stun is enough to basically take just about any and all minions out of the fight if they break loose from tar or darkest night. Before taking this I was having serious issues with Carnie strongmen and Council wolves that tar patch can't slow, and who run around like psychos when rain of fire is falling.

    Now if they get close to me, they are stunned pretty quick, if they do manage to get an attack off, it is usually a miss thanks to my def from shadowfall and combat jumping along with the tohit debuff on fearsome stare, or its damage that is easily replenished using our heal.

    Also the other benefit to this, is if you take the Howling Twilight res skill, you can abuse its stun component which is also a mag2. Alone it isn't that great, but its an auto hit, so fire it off first, then run into melee range with Oppressive gloom running and you have stunned minions and LTs, sometimes even bosses. Great synergy makes even trivial skills great.

    The end drain Dark Consumption skill is really nice. Fire/Dark can be end heavy, and while this power has double the recharge of the mu mastery version, it does decent damage if it scourges and 5 slotted with the efficiency adapter set I'm getting 50-70% end back from 1 mob. Considering its a PBAOE, 2 mobs and your back to full end. Haven't had end problems since taking this.

    Soul Drain though, is the awesomesauce that makes the Dark Mastery all worth taking. Its a PBAOE skill that buffs your damage and tohit while doing damage to the mobs comparible to Fire Ball. Its basically a slightly less impressive self-fulcrum shift. For not taking Kinetics, I feel this is the best subsitute you can get. I'm constantly running anywhere between 80-150% damage boost and 150%ish tohit from this combined with aim. Add inspirations which drop like candy when solo aoeing and you can constantly push 240%+ in damage bonus with no trouble at all.

    A typical pull is darkest night into tarpatch, fearsome stare, possibly howling twilight for the stun, then run into the middle of the mobs, fire off soul drain, drop rain, pop aim, back out and find a target for fire ball in the center. Usually by this time, most minions are dead, so finding a target for fireball and fire breath quick enough is a challenge, so I'll usually just target the closest mob to me and let the rest of the aoes rip. At that point its just clean up anyways.

    Dark Mastery app also has a damage resist shield I plan to take at 49. Haven't needed it till now cause I'm just demolishing everything in front of me, while taking little damage anyways. Between my own heal, my pet debuffing and healing, most times I don't have any issues. If I do, its nothing 2-3 purple insp can't fix.

    Last night I even soloed a +2 elite boss version of Lord Recluse on the Scirocco story arc. I'm not sure how many classes can do that with the numerous Boss adds he spawns. But I impressed myself. I also fought a Hero class version of Malaise. He's annoying due to the pets he summons and constant confuses he throws, but wasn't much of an issue for me.

    The only issues I have on this character are end draining mobs that can detoggle darkest night, or stuns. Stuns is the big killer, but played well it isn't a huge issue at all.


    For anyone curious, this is my current in-game build, 100% accurate down to slotting and enhancement levels:

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Korem: Level 48 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Fire Blast
    • (A) Decimation - Accuracy/Damage: Level 30
    • (3) Decimation - Damage/Endurance: Level 37
    • (15) Decimation - Damage/Recharge: Level 32
    • (33) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (36) Decimation - Accuracy/Damage/Recharge: Level 31
    • (46) Empty
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing: Level 32
    • (5) Touch of the Nictus - Accuracy/Healing: Level 33
    • (15) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 33
    • (17) Accuracy IO: Level 35
    • (36) Empty
    Level 2: Fire Ball
    • (A) Accuracy IO: Level 35
    • (3) Damage Increase IO: Level 35
    • (13) Damage Increase IO: Level 35
    • (17) Damage Increase IO: Level 35
    • (34) Endurance Reduction IO: Level 35
    Level 4: Tar Patch
    • (A) Recharge Reduction IO: Level 35
    • (5) Recharge Reduction IO: Level 35
    • (7) Recharge Reduction IO: Level 35
    • (19) Slow IO: Level 35
    Level 6: Rain of Fire
    • (A) Accuracy IO: Level 35
    • (7) Damage Increase IO: Level 35
    • (13) Positron's Blast - Accuracy/Damage/Endurance: Level 28
    • (19) Positron's Blast - Damage/Recharge: Level 33
    • (34) Endurance Reduction IO: Level 35
    Level 8: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 33
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge: Level 33
    • (9) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 33
    • (29) Dark Watcher's Despair - Recharge/Endurance: Level 33
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 33
    Level 10: Fire Breath
    • (A) Accuracy IO: Level 35
    • (11) Damage Increase IO: Level 35
    • (11) Damage Increase IO: Level 35
    • (31) Positron's Blast - Damage/Recharge: Level 29
    • (34) Endurance Reduction IO: Level 35
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 25
    Level 14: Super Jump
    • (A) Jumping IO: Level 35
    Level 16: Swift
    • (A) Run Speed IO: Level 35
    Level 18: Health
    • (A) Healing IO: Level 35
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End: Level 43
    • (21) Performance Shifter - EndMod: Level 37
    • (21) Endurance Modification IO: Level 35
    Level 22: Shadow Fall
    • (A) Red Fortune - Defense/Endurance: Level 30
    • (23) Red Fortune - Defense/Endurance/Recharge: Level 33
    • (23) Red Fortune - Endurance: Level 28
    • (29) Red Fortune - Endurance/Recharge: Level 27
    • (43) Red Fortune - Defense/Recharge: Level 35
    • (46) Empty
    Level 24: Blaze
    • (A) Thunderstrike - Accuracy/Damage: Level 35
    • (25) Thunderstrike - Accuracy/Damage/Endurance: Level 31
    • (25) Thunderstrike - Damage/Recharge: Level 39
    • (33) Thunderstrike - Damage/Endurance: Level 36
    • (36) Thunderstrike - Damage/Endurance/Recharge: Level 39
    Level 26: Fearsome Stare
    • (A) Cloud Senses - ToHit Debuff: Level 30
    • (27) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (27) Cloud Senses - Accuracy/Recharge: Level 30
    • (33) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (37) Recharge Reduction IO: Level 40
    Level 28: Acrobatics
    • (A) Endurance Reduction IO: Level 35
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 35
    • (31) Recharge Reduction IO: Level 35
    • (31) Recharge Reduction IO: Level 35
    Level 32: Aim
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 30
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 29
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 33
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 30
    • (43) Empty
    Level 35: Howling Twilight
    • (A) Stupefy - Accuracy/Recharge: Level 29
    • (45) Stupefy - Accuracy/Stun/Recharge: Level 31
    • (45) Stupefy - Endurance/Stun: Level 34
    • (45) Stupefy - Accuracy/Endurance: Level 35
    • (46) Stupefy - Stun/Range: Level 33
    Level 38: Dark Servant
    • (A) Cloud Senses - Accuracy/ToHitDebuff: Level 30
    • (39) Cloud Senses - ToHit Debuff: Level 30
    • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
    • (39) Cloud Senses - Chance for Negative Energy Damage: Level 30
    • (40) Accuracy IO: Level 35
    Level 41: Dark Consumption
    • (A) Efficacy Adaptor - EndMod/Accuracy: Level 34
    • (42) Efficacy Adaptor - EndMod/Recharge: Level 28
    • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 30
    • (42) Efficacy Adaptor - Accuracy/Recharge: Level 32
    • (43) Efficacy Adaptor - EndMod/Endurance: Level 29
    Level 44: Oppressive Gloom
    • (A) Accuracy IO: Level 45
    Level 47: Soul Drain
    • (A) Accuracy IO: Level 40
    • (48) Empty
    • (48) Empty
    • (48) Empty
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Celerity - +Stealth: Level 15
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 6.75% Max End
    • 3% Enhancement(Stun)
    • 42.5% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 14% FlySpeed
    • 100.4 HP (9.37%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 9.95%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 13.5% (0.23 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 14% RunSpeed

    ------------
    Set Bonuses:
    Decimation
    (Fire Blast)
    • MezResist(Immobilize) 2.75%
    • 12 HP (1.12%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Touch of the Nictus
    (Twilight Grasp)
    • 20.1 HP (1.87%) HitPoints
    • 9% Enhancement(Accuracy)
    Positron's Blast
    (Rain of Fire)
    • 2.5% (0.04 End/sec) Recovery
    Dark Watcher's Despair
    (Darkest Night)
    • 16.1 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    • 2% DamageBuff(All)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Red Fortune
    (Shadow Fall)
    • MezResist(Immobilize) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 2% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Thunderstrike
    (Blaze)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    Cloud Senses
    (Fearsome Stare)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.1 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Stupefy
    (Howling Twilight)
    • 2.5% (0.04 End/sec) Recovery
    • 20.1 HP (1.87%) HitPoints
    • 3% Enhancement(Stun)
    • 6.25% Enhancement(RechargeTime)
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Dark Consumption)
    • 12 HP (1.12%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.45 HP/sec) Regeneration
    • 2.5% DamageBuff(All)





  9. First off hello all.

    I'm recently returning after a long time away. I played from launch till about issue 4, then took off, coming back to try out villains around issue 11, then taking off again.

    Now I'm back and looking to start another villain just having a hard time choosing. I know 100% I want to make a Fire/* corruptor.

    My only problem is I can't decide between kin and dark as a secondary. I have 2 kins hero side and definitely know how amazing they can be in the hands of capable players for teams.

    I have buff botting down to second nature for speed boost/fulcrum shift and am 100% ok with being that guy on the team. My concern however is that Kin might be a bit too busy to focus on damage dealing, which is what I really want to do.

    Also concerned that while solo the kin secondary is not going to be able to provide enough mitagation even with the use of defensive powers such as tough/weave/ancillary epic/pool shields to keep tempo with what I am accustomed to. Dark has a lot of that survivability built into it, but at the loss of the added damage/endurance/speed benefits.

    I haven't been able to find much about Fire/Kins so I am not sure if it is reasonable to approach it as a suitable build for mainly solo but teaming when I can find it (since I have been reading server pops have dwindled).

    Fire/Dark however there is tons of info on, and it sounds great. I just know how much good kins are loved on teams and am a bit concerned dark wouldn't be as well received in comparison.

    Any thoughts/info/help from people with level 50 Fire/Kin experience?