Dark/Thermal - LKD ( I11 Build )


Anger_Management

 

Posted

I should do something for this community, and here is my first foray into character guidance for others. I do hope this helps you all.
- Auree Rashan Dark/Thermal

I have been playing this build for a while, and it's a very good team character. It's not designed to wipe out a spawn with a single attack chain. It is designed as a support AT. There are things that some might rather have, and I'll try to note my experiences as I can. I have a Dark/EMP and a Dark/Thermal and I will try to compare the two later for those who come red side and hope to find something comparable to the hero healer. I borrowed the format from BlastBlaze, and hope they don't mind. http://boards.cityofvillains.com/sho...Number=5581598

A forewarning to all who are looking to run a Thermal...

You have to be on the ball 100% of the time. Unlike the Emp counterpart. You don't get down time. You don't get to sit back and have a sip of coffee between fights. You don't get to drop a power and lean back and watch the fireworks. You are active ALL the time. You start pounding away at your powers from the moment you enter the mission to the moment you leave the mission. Do not consider this power set unless you can dedicate yourself completely to the needs of your team. Because if you falter, have a bad day, or otherwise are unable to keep up your end of the silent contract you make between the team and yourself, you will be playing catch-up in battles and eventually will be the one held responsible for the teams hard times no matter how unfair it is.

The Thermal is not an AT for those who want praise. It's not for those who want the glory of the fight. It's not for record setting damage. This build is for the people that want to challenge themselves, prove to themselves that they are the best. Everyone remembers a bad healer. Only a fellow exceptional player remembers a good healer. When you are good, no one knows you are there, as it should be. When you are bad, no one forgets that you are there. 95% of the time, the team will never know what you do, they just assume you are sitting around spam healing despite the fact your blue bar is always at 25%. But that is life, and the life of the healer. Welcome my fellow masochists.

To the 5% that realize our efforts, bless you. I'll always have your back.


 

Posted

The data comes from Mid's. Please correct me as needed. I'm always happy to have input.

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PRIMARY: DARK BLAST
Dark is all -acc. Remember how those CoT ghosts are even worse than the Venged Nemesis? Well lets take a lesson from them shall we? Go team Netherworld! Also Negative damage is resisted a LOT less then most other damage types. A nice boon for you. You'll also note, that your attack powers go off really quickly. This is very necessary if you want to attack and heal at the same time.

Dark blast - Ranged, Moderate DMG(Negative), Foe -ACC
A range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast

Personal Note: This power, like all tier 1 powers, is fast, does little damage, but has a nice secondary. Skip it. Never take a tier 1 unless the secondary effect exceeds the tier 2 power. It may seem like a bad idea at low levels, but when you reach the 30's, you will find that the tier 1 powers are just taking up space. Instead your tier 1 attack will be Air Superiority at level 6.

Gloom - Ranged, High DoT(Negative), Foe -ACC
Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time. Damage: High(DoT), Recharge: Moderate
Damage: (Negative) 9.15*8 ticks (73.4 total)
End Cost: 8.53
Cast Time: 1.1
Recharge Time: 8s
Area of Effect: Single Target
Accuracy: 75% base
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge, To-Hit Debuff

Personal Note: There we are. Better damage, a little slower recharge, but good enough for government work. You will note that usually the enemy will die before this power does full damage. Good for us.
Personal Enhancing: Thunderstrike x4 Decimation x2. Slotting priority: Accuracy, Damage, Recharge, End Redux.

Moonbeam - Sniper, Superior DMG(Negative), Target -ACC
An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted. Damage: Extreme, Recharge: Slow

Personal Note: Sniping is fine, the IO's are dirt cheap, but really, this is not a power you will want. It takes 4 seconds to get this off, you could have used 3 powers in that time to do a LOT more damage, skip it. You are not here to pull, you were born to heal and protect. Let someone else take those reins.

Dark Pit - Ranged (Targeted AoE), Foe Disorient
Envelops a targeted foe and any nearby enemies in a pit of Negative Energy. The attack deals no damage, but Disorients all affected foes for a good while. Recharge: Slow
Damage: None
End Cost: 13
Cast Time: 1.07
Recharge Time: 60s
Area of Effect: Target and 20' radius Duration: 8.94s Mag 2 Stun
Accuracy: 60%
Accepted Enhancements: Accuracy, Disorient, End Cost, Range, Recharge

Personal Note: This is an exceptional part of your attack chain. Use this along with Tentacles, and you just nullified an entire spawn save the boss and a stragglers or two.
Personal Enhancing: Rope-a-Dope x2 Stupify x2 And 2 End Redux
Slotting priority: Accuracy, Recharge, End Redux, then Stun.

Tenebrous Tentacles - Ranged (Cone), Moderate DMG(Negative/Smash), Foe Immobilize, -ACC
You can create a cone shaped rift to the Netherworld that allows its native creatures to slip their oily Tentacles into our reality. These creatures will snare all foes within range, Immobilizing them while the Tentacles drain their life and reduce their Accuracy. Damage: Moderate(DoT)Recharge: Slow
Damage: (Smashing) 4.17*8 ticks (Negative) 5.84 (39.2 total)
End Cost: 10.2
Cast Time: 1.67s
Recharge Time: 10s
Area of Effect: Arc 40 deg Range 40'
Accuracy: 75% base
Accepted Enhancements: Accuracy, Damage, End Cost, Immobilization, Range, Recharge, To-Hit Debuff

Personal Note: This is the second power in my AOE chain. Pick someone out front, near the middle, and fire away! The immobilization is needed for Dark Pit in order to keep them together for your final part of the chain you will use liberally.
Personal Enhancing: This is difficult to slot, unlike normal attacks, you want it all. You can't have it all though. Take high accuracy, and then a little of every thing else. Ignore immobilization duration, that is rather redundant when you fire it off again before the duration expires.
Slotting priority: Accuracy, Recharge, Damage, To-Hit Debuff, End Redux, Range

Night fall - Ranged (Cone), Moderate DMG(Negative), Foe -ACC
Unleashes a cone shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy. Damage: Moderate(DoT), Recharge: Slow
Damage: (Negative) 4.59*10 ticks (45.9 Total)
End Cost: 13.1
Cast Time: 2s
Recharge Time: 10s
Area of Effect: Arc 20 deg Range 60'
Accuracy: 75% base
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge, To-Hit Debuff

Personal Note: God bless the Dark master. I want 2 of these to fire off! The best power of the Dark AT. You will use this a lot, this is your primary damage power, and the last in your attack chain. We want mass entropy, and this power does just that.
Personal Enhancing: Posi x4 Dampen spirits x1 Acc/To-Hit Debuff HO x1 Slotting priority: Damage, Accuracy, Recharge, End Redux, To-Hit Debuff, Range


Torrent - Ranged (Cone), Minor DMG(Smashing), Foe -ACC, Knockback
You summon a wave of mire that sweeps away foes within its arc. The attack deals minimal Negative Energy damage, but sends foes flying and reduces their Accuracy.

Personal Note: This power is nice to defend yourself against those who slip through the Stun, and the Immobilization, but really, it's more annoying with the knockback than anything else. Hardly any damage, Skip it. If the range was 20' or so, I'd say to take a second look, but really, you have more pressing concerns then crowd organization.


Life Drain - You can tap the power of the Netherworld to steal some life from a target foe and reduce his Accuracy. Some of that stolen life is transferred to you in the form of Hit Points. Damage: Moderate, Recharge: Slow

Personal Note: You're a Thermal! For the love... Skip it. It's redundant. If it did decent damage? Then maybe I'd reconsider. But at tier 2 damage... It's not even worth looking at.


Black Star - Close (AoE), Extreme DMG(Negative), Foe -ACC, Self -Recovery
You can unleash a devastating blast of Negative Energy around yourself, dealing massive damage and severely reducing affected foes' Accuracy. This power leaves you drained of Endurance and unable to recover Endurance for a while. Damage: Extreme, Recharge: Very Long

Personal Note: You are a Thermal first! if you drop a power like this, you don't deserve to be the team healer. If you want to find good use for this power, pick another secondary.


SECONDARY: THERMAL RADIATION

Thermal is the only reliable healing and one of the select few to offer shielding. This is a proactive brain taxing power set that will have you emotionally and mentally drained by the end of a couple missions. Do not think that that healing is easy, it's the hardest skill out there. But at the same time, it's the most wonderfully rewarding. You will be addicted to it, or turned off completely, there is no middle ground for the adrenalin rush that healing is.

Warmth - PBAoE, Team heal
You can use Warmth to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.
End Cost: 13
Cast Time: 2.03s
Recharge Time: 8s
Area of Effect: 25’ Sphere 9.78% heal
Accepted Enhancements: Recharge, End Cost, Heal

Personal Note: 6 slot this power ASAP! This is the only power that allows you to solo. Note, with all healing powers, it's recharge and end use that is most important, not heal power. A heal is useless if you are waiting for it to recharge. And trust me, you will be pounding the heal key to get it as fast as possible in bad fights.
Personal Enhancing: Num x4 Miracle x2
Slotting priority: Recharge, End Redux, Heal

Fire Shield - Ally +Res (Fire, Lethal, Smash, Cold)
Casts a fire shield on one of your allies and grants him damage resistance to Lethal, Smashing and Fire Damage. Fire Shield also provides minimal resistance to Cold Damage. You cannot stack multiple Fire Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Plasma Shield. You cannot use this power on yourself.
End Cost: 7.8
Cast Time: 1.17s
Recharge Time: 2s
Area of Effect: Range 80' Duration 240s Resistance 15%
Accepted Enhancements: End Cost, Recharge, Resistance, Range

Personal Note: This is your secondary benefit to the team. Get this ASAP. Note the End cost? Yeah... A bit severe when you have to cast it on 8 people. MM's like it when you buff pets. Go ahead and do it if you are standing around. 4 minutes of duration lasts a good while.
Personal Enhancing: Aeigis x2 Titanium x1 Knockback Proc.
Slotting priority: Resistance, End

Cauterize - Ally Heal
Heals a single targeted ally by cauterizing their wounds. You cannot use this power to heal yourself.
End Cost: 13
Cast Time: 2.27
Recharge Time: 4s
Area of Effect: Range 80' 19.2% Heal
Accepted Enhancements: End Cost, Heal, Recharge, Range

Personal Note: This is your best heal, and you need to learn how to target Ally's. I switched out the f1-8 buttons to select the teammates. The Shift and Number command is rather convoluted when in panic mode. Trust me, your reaction times will be tested when it comes to healing. This is the best part of the AT. Seeing someone's bar drop 50-75% and having 1 second to get off a heal or else they die. THAT is what makes the healer the most difficult and exciting AT. You have to have your eye on the Green bar at all times. The thrill of bring someone back from the brink can not be gained from any other AT. This one power is the culmination of the excitement and addiction that makes a healer. If you can't take the pressure, do not take on the responsibility of having to be on the ball 100% of the time. This power WILL make or break you as a healer.
Personal Enhancing: Num x4 Miracle x2
Slotting priority: Recharge, End Redux, Heal

Plasma Shield - Ally +Res (Energy, Negative, Fire)
Envelope an ally in pure plasma. The Plasma Shield gives your ally resistance to Energy, Negative Energy and Fire Damage. You cannot stack multiple Plasma Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with Fire Shield. You cannot use this power on yourself.
End Cost: 7.8
Cast Time: 1.17
Recharge Time: 2s
Area of Effect: Range 80' Duration 240s Resistance 15%
Accepted Enhancements: End Cost, Recharge, Resistance, Range

Personal Note: Plasma shield fills in a couple holes that Fireshield doesn't. Though not a catch all, it comes in very handy later on in the game. This is a power that you put off till after Stamina don't bother with it pre 20 you'll rarely see that kind of damage in abundance.
Personal Enhancing: Aeigis x2 Titanium x1 Knockback Proc.
Slotting priority: Resistance, End

Power of the Phoenix – Ally Rez, Stun
Revives a fallen ally. The fiery resurrection blasts nearby foes with an explosion and knocks them down and disorients them. Your ally will revive with most of his hit points and endurance. He will also be invulnerable for a brief time, as well as protected from XP Debt for 90 seconds.
End Cost: 49.4
Cast Time: 3.2s
Recharge Time: 300s
Area of Effect: Range 15' Heal 62.2% End 70% Knockback 8.31 mag Stun 4 mag
Accepted Enhancements: End Cost, Heal, Recovery, Recharge, Damage, Stun

Personal Note: Similar to Fallout, when this goes off in a mob, you will smile with glee. The stun and the effects are just perfect. But really, you only want this power to get the meat shields.... I mean team mates back into the fight to take your agro. The end cost is rather.... Unprecedentedly huge. Being a Thermal, your job is to keep them alive, not bring them back from the floor. So don't bother with recharge, just bring the end cost down so you can actually cast this in a rough fight.
Personal Enhancing: Num x2 Stupify x2
Slotting priority: End, Accuracy, Stun, Heal


 

Posted

Thaw – Ally +Res (Disorient, Hold, Sleep, Immobilization, Cold, Slow, Fear, Confuse)
Warms an ally and frees him from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. Thaw also grants the target some resistance to Cold damage. Some of the effects of this power will improve with multiple applications and as you advance in level.
End Cost: 5.2
Cast Time: 2.17s
Recharge Time: 4s
Area of Effect: -10.38 Mez
Accepted Enhancements: End Cost, Recharge, Resistance, Range

Personal Note: Sadly, this power is often unneeded by teammates. Either they forget to mention they are Mez'd or they (Usually) have protection from such effects. Really, only fellow Corr's are in need of this power. The big use for this power is as a marker for your shields and when they are about to expire. You will not be able to remember who you shielded last, and when, so toss this in as a reminder, and to “protect your investment”. Take it after Plasma shield. Also note it recharges slower then Fireshield and Plasma shield take to cast, you need to be able to cast all three without pause so up that recharge speed.
Personal Enhancing: Titanium and Aegis Rech/End
Slotting priority: Recharge, End

Forge – Ally +Acc +Damage
Forge a single ally into a killing machine. Forge immensely enhances a single ally’s damage and accuracy.
End Cost: 10.4
Cast Time: 2.27
Recharge Time: 60s
Area of Effect: To-Hit +20% Damage Buff +40%
Accepted Enhancements: End Cost, Recharge, To Hit Buff, Range

Personal Note: This power is nice, but it's not Fortitude, and it's certainly not Adrenalin Boost! Though the to-hit and the damage bonus are decent, there aren't enough ancillary benefits to justify this power ASAP. Put it off till the 35-39 levels. The max recharge will keep this on 2-3 chars permanently. Choose wisely. Don't buff the MM or the Dom. Hit the Corr's first, the brutes second, the stalkers third.
Personal Enhancing: x3 Recharge/To-Hit HO's
Slotting priority: Recharge, To-Hit

Heat Exhaustion – Foe -Dmg, -End, -Recovery, -Regeneration
Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some endurance, but the heat is so overwhelming that the affected target will be weakened. His damage output, Endurance Recovery and Hit Point Regeneration wil all be reduced.
End Cost: 13
Cast Time: 2.07
Recharge Time: 120s
Area of Effect: -500% Regen, -200%Recovery, -28.6 End taget, 50% Damage debuff, Duration 40s, Range 70'
Accuracy: 75% base
Accepted Enhancements: Accuracy, End Cost, Range, Recharge

Personal Note: This is a nice power for AV's or when you solo pink boss', but outside of that, it's unnecessary. In any team, if the target actually lasts long enough for this to be effective, you have a really bad team. You are the culmination of -To-Hit, they won't be able to land a blow anyway. So! Unless you farm LRSF, wait till 49 or skip this power completely.
Personal Enhancing: 2 Accuracy 2 Recharge
Slotting priority: Recharge, Accuracy (You want this to go off the same time Melt Armor does.)

Melt Armor – Ranged (Targeted AoE), Foe -Res, -Def
The searing heat from this power is enough to melt the armor and defenses of all targets in the affected area. Melt Armor significantly weakens the defense and damage resistance of the affected targets
End Cost: 18.2
Cast Time: 1.5s
Recharge Time: 150s
Area of Effect: 15’ Sphere, 16 Targets Max, Defense Debuff 20%, Resistance Debuff 22.5%
Accuracy: 75% base
Accepted Enhancements: Accuracy, End Cost, Range, Recharge, Defense Debuff

Personal Note: This is your opening power! Love it, abuse it, use it ad-nausium. The effect is beyond exceptional and the best Aura in the game. Use it on a mass of low level E's and just admire the effect. Stunning. The effects are exceptional. This is your AV Debuff, Mob softener, everything you ever wanted in a debuff and it looks... So cool!!! 6 slot this ASAP!
Personal Enhancing: x3 Accuracy/Defence and To-Hit Debuff HO's x3 Recharge IO's
Slotting priority: Recharge, Accuracy, Defense Debuff


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This build is designed for team play. If you want to show off your stuff, please pick another secondary. This type of AT combination is perfectly built for team support with the debuffs to accuracy with all the dark powers, the debuffs thanks to Melt Armor, and the damage resistances from shields, NOT to mention the healing! Other AT's on the red side will have heals, rez, shields, debuffs, but this AT synergy is by far the most effective in making a difficult situation pass like a summer breeze.

Ancillary pools

I am sure you realize that there are less choices taken above then you get for your career. I'll touch on the choices I made for pool powers briefly and why.

Flight

Air superiority
Take this power for the knockdown, Anti fly, and as a good attack. The knockdown will keep the agro you amass on the floor and give you time to finish them off. This is an exceptional attack for any AT. Slot it for Accuracy, Damage, Recharge, End, Knockback.
Fly
Go to Grandville, then tell me that you can do without this power? 1 slot for End, I'd say fly, but you will find yourself needing to be aloft to take care of those Mu and LB Fliers.

Fitness

Hurdle
1 slot it and call it a day. It helps you get to your teammates who wandered off the beaten path and now need your healing touch.
Health
Normally a healer shouldn't take Health, you are, after all, a healer and can heal yourself a LOT faster than the regeneration. Plus the sleep resistance is ineffective. But you do want it for the Miracle +Recovery Proc. 1 Slot this.
Stamina
Finally, those 2 wasted powers serve a purpose. Take this at 20, and 3 slot it ASAP. You need all the recovery you can get.

Teleportation

Recall Ally
You may want this, you may not. Interchange this power with Dark Pit depending on how team oriented you wish to be. It's fluff really, but there are times when you need to regroup your friends. It's also useful for vengeance for that foolish player who went solo and got their butt handed to them. Slot x1 Range

Leadership

Assault
Many say this is pointless, but when you have a permanent +10% damage bonus to all teammates, your leadership will actually add up more damage than any one character. Slot x2 End redux.
Tactics
You noticed how all your powers have an inherant low accuracy? Well, time to fix that. Slot x3 To-Hit End redux HO's. Add in a + perception Proc if you want to see some PvP action infrequently.
Vengeance
Why do we want this power? Well for LRSF of course, it really shouldn't see the light of day any other time if your team is somewhat competent. Though on those rare occasions it comes in very handy when you get in over your head Vs some LB Wardens. Slot x3 To-Hit / Defence Buff / Recharge HO's

Epic set – Mu Mastery

Power sink
Why Mu? The end problems this build has. Healing, toggles, and attacks rapidly going off every moment will drain your blue bar quickly. And since you don't have AM or RA... You have to get it some other way. Why would I say this power is OK and Soul Drain is not? Because while Soul Drain happens at the start of a fight to up your damage, Power Sink is used after you have stunned, debuffed, and otherwise eliminated a majority of the threats. Power Sink is your second wind for extended fights (Or when getting eaten by Mu drains) with 3 slots. Slot Priority: x2 Recharge x1 End mod/Recharge
Electric Shackles
A nice hold, and a little End for your efforts. Not a bad power, bu the recharge is rather painful, don't expect to stack this on anyone, but holds come in handy for an AT that comes with none. 6 slot this as soon as you can. Slot priority: Accuracy, Recharge, Hold, End Redux. (In order to get the best bonuses, you need 2 GW's, 2 Curare, 1 Decimation, 1 unbreakable. Annoying. Second best, x3 Acc/Mez HO's and x3 Recharges.)
Summon Adept
My pet! My very own best friend. I'll love him, and hug him, and call him George! When you want to solo, here's your backup, no damage to speak of, but you just need a little extra crowd control to solo. Sadly by the time you are allowed to pick him up, the slots are basically all spent. Ah well 4 slots will have to do. Slot Priority: Recharge, Accuracy, Damage.

As an alternative, you may be more inclined to take Soul Mastery. It too has a much needed hold, a better pet, and the Soul Drain is the crack of the Netherworld. But the problem is that Soul Drain is an AoE centered on yourself. Unless you want to suicidally mingle into the fray, you would be better off staying well out of melee range. The other two Epics really offer nothing you want till you get your pet. You already have an AoE immobilize, and you don't have slots for armor, nor the end to keep it up. But then again, none of the red side Epics are really prime powers. How I wish the Corr had the same choices as their blue counterpart.


 

Posted

My build for Mid's. Hope it puts it in a little more order for you all. Please! Criticize. Nothing is more important then people helping each other.

After 22nd level, the powers are basically interchangeable depending one what you feel more comfortable with. I choose this path, as I like the leaderships toggles very much. You may want Plasma earlier, you may want Thaw earlier, it all works out in the end.

You will note I don't have Dark pit for this build. I do recommend that power very much! It's well worth pulling the slots from the knockback Proc's and a couple from air superiority, and 1 from tactics. I recommend taking it at 32 when you have more Slots per level coming in to make it reliable. Still, it's useful out of the box if you want to ignore maxing it out right away.

Villain Plan by Mids' Villain Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Technology Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Thermal Radiation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Gloom -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg:50(31), Mael'Fry-Dmg/EndRdx/Rchg:35(34), Apoc-Acc/Rchg:50(37)
Level 1: Warmth -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(3), Numna-Heal/Rchg:50(3), Numna-Heal/EndRdx/Rchg:50(5), Mrcl-EndRdx/Rchg:40(9), Mrcl-Heal/EndRdx/Rchg:40(11)
Level 2: Fire Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(13), TtmC'tng-ResDam:50(27), S'fstPrt-ResKB:30(43)
Level 4: Cauterize -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(5), Numna-Heal/EndRdx:50(9), Numna-EndRdx/Rchg:50(15), Mrcl-Heal/EndRdx:40(15), Mrcl-Heal/EndRdx/Rchg:40(23)
Level 6: Air Superiority -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg:50(43)
Level 8: Tenebrous Tentacles -- TotHntr-Acc/Rchg:50(A), TotHntr-Acc/EndRdx:50(11), Ragnrk-Dmg/Rchg:50(13), Det'tn-Dmg/EndRdx/Rng:50(31), HO:Enzym(37), HO:Lyso(43)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Recall Friend -- Range-I:50(A)
Level 14: Fly -- EndRdx-I:50(A)
Level 16: Power of the Phoenix -- Numna-Heal/EndRdx/Rchg:50(A), Numna-EndRdx/Rchg:50(17), Stpfy-Acc/EndRdx:50(17), Stpfy-Acc/Stun/Rchg:50(21)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Night Fall -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rng:50(23), Posi-Acc/Dmg:50(25), Posi-Dmg/Rchg:50(31), DarkWD-ToHitdeb/Rchg/EndRdx:50(34), Ragnrk-Acc/Rchg:50(36)
Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(25)
Level 26: Tactics -- HO:Cyto(A), HO:Cyto(27), HO:Cyto(34), Rec'dRet-Pcptn:20(40)
Level 28: Plasma Shield -- Aegis-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(29), Aegis-ResDam/EndRdx/Rchg:50(29), S'fstPrt-ResKB:30(42)
Level 30: Thaw -- TtmC'tng-EndRdx/Rchg:50(A), Aegis-EndRdx/Rchg:50(46)
Level 32: Vengeance -- HO:Membr(A), HO:Membr(33), HO:Membr(33)
Level 35: Forge -- HO:Membr(A), HO:Membr(36), HO:Membr(36)
Level 38: Melt Armor -- HO:Lyso(A), HO:Lyso(39), HO:Lyso(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(40)
Level 41: Power Sink -- RechRdx-I:50(A), RechRdx-I:50(42), P'Shift-EndMod/Rchg:50(42)
Level 44: Electric Shackles -- G'Wdw-Acc/Hold/Rchg:50(A), EoCur-Acc/Hold/Rchg:50(45), Decim-Acc/EndRdx/Rchg:40(45), UbrkCons-Acc/Rchg:50(45), G'Wdw-EndRdx/Hold:40(46), EoCur-EndRdx/Hold:50(46)
Level 47: Summon Adept -- SvgnRt-Acc/Dmg:50(A), BldM'dt-Acc/Dmg:50(48), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50), Acc-I:50(50)
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Level 1: Brawl -- Mako-Acc/Dmg/EndRdx/Rchg:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Scourge



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</pre><hr />


 

Posted

Um - Life drain does do damage. hell, I've Scourged on it and finished enemies while topping off health. Moonbeam's great for when you neer dto keep something busy - especially with hover.

And nobody needs a "Healer." Don't be a "Healer," be a Corruptor. I rarely, if ever - as emp or thermal - have to be "pounding away at the heals," even in a busy team-vs-team zone PVP setting.

yes, I find lines like this:
[ QUOTE ]
You are a Thermal first! if you drop a power like this, you don't deserve to be the team healer.


[/ QUOTE ]
lol-worthy.

OK, being nicer.... you seem to get that you can buff. In fact, that most of the set is up for buffing and debuffing - but you slide into the "healer" thing too much. With rare exceptions, no, you shouldn't be constantly healing. Past low, low levels, it just shouldn't be needed with even a mildly competent team.

Buff and balst, heal what comes through.


 

Posted

I should adjust the comment to be more appropriate as you suggest ('Course if I put it in the right spot the first time, I wouldn't need to ask a Mod to edit it. No idea how I'll work that out). I haven't been working on this long enough to be an descent guide. Still I can't think of any other reason to choose this set unless you intend to heal people primarily.

I will argue the merits of Moon beam and Life Drain. I just see them as less useful when you have such great AoE's to play with. The DPS just isn't there. And again, Melt Armor is really a great opener, unless you solo.

As for PvP? I am no expert on PvP, but there is little to offer in this set to make you survivable. The lack of holds, and the low mag disorient... Unless you are on a team you aren't getting any kills any time soon. Basically when I do, I fly just out of range, toss immobilizes and Thaw, healing every once in a while.


 

Posted

I'll throw Moonbeam and Life Drain into "play style." There are times Moonbeam's been very useful to me, honestly - and Life Drain I consider an attack that has a self-heal component to it, not a heal that does damage. Approach it that way and it's a bit more useful. And yeah, it does scourge. It's rather fulfilling to kill off the COT Spectral that just tried healing from you by Draining it.

As far as PVP - no, it'll never be a FOTM. Yes, it's a support build - but the immobs can elp, and don't forget every Dark attack has a ToHit debuff. With your quicker attacks, and the debuff lasting 6-10 seconds each (7.5%) it can add up. Plus, honestly, Scourge can be nasty - even from a Dark/Therm. You will, however, be a prime target for the other side because *of* the buffing and healing. Running in Siren's, I had people who I know full well could see the Stalkers lining up on them going after me anyway.

... plus there are some procs that work with them to debuff further. (Deflated Ego, I believe,) if you want to try for Recovery debuff as well.


 

Posted

Once I waded through your self-affirming introduction, the guide is interesting. I agree with the minor points about, and hope you'll incorporate those points along with maybe toning down the ego-stroking at the beginning.


 

Posted

I won't argue that, and really it wasn't my intention to come off that way. Ah well, this is why I don't write for a living, or a hobby. XD


 

Posted

Good guide. It made me consider a dark/thermal build. Good work.


 

Posted

Thanks, but I agree with the two before me. They made very good points. I made some changes and mailed the Moderators to reword it and add in a few notes that deserved to be in there.

I am sorry in advance about the general feel at the moment. I do love this build and have yet to be tired of going into any mission with the powers I choose.

I will happily add that I have never felt like I do the same thing over and over again with this power set. Unlike my brute and several other alts I have.


 

Posted

This is a great guide. The thermal section is good enough to even help those that are a thermal but not dark. I know it is sound advice for my /therm MM. The only thing I disagree with is your recommendation for Forge targeting priority. The damage cap for dominators is extremely high. Tied with blasters and second only to brute. With a few exceptions Dom's will usually out damage the Corr. There is no need to really change it but I felt it was important enough to bring up. With shades of gray out I'm usually prioritizing Blaster/Dom/Scrapper/Brute in that order.