Need help for level 34 dark/dark respec


Blue_Note

 

Posted

Hello there,

after a lengthy discussion about corruptors I've decided to get my old corruptor from Zukunft to Union and sort her anew. The character hasn't been played for several months, so she doesn't have any invention stuff at all. Additional, due to infamy problems (she was an SG member character once) she has lots of empty slots and some outdated SOs. The build is old and it has some strange aspects to it, such as two additional slots in run...
All enhancements in the overview are SOs. The majority is green, one is grey and one just turned yellow.
Here is the character as she is at the moment: http://www.cohplanner.com/builds/7732
The order at which the slots where acquired is not the real one, but the order of the powers is more or less right. This character is already a result of a respec. The character is actually level 34, not 35 as the tool says.

The character is supposed to be - for a dark/dark corruptor - relatively self reliant and damage oriented in combat.

Following the discussion and my own experiences I tryed to begin a new draft. It does not have slots yet because I want to be sure about the powers before I start any wild assignments: http://www.cohplanner.com/load/7733

That the character uses leaping and not fly as a ranged combatant belongs to the character concept. Fly would just not fit, even though it might be some more efficient. Good about it is the easy access to acrobatics, which will probably help a lot. I don't know why I didn't use it in the original, I knew how helpful it can be then.

Describing the powers I chose is most easiest done with those I left out.
From dark blast:
<ul type="square">[*]Dark Blast - is a nice, quick damage dealing power, but other powers are simply more powerful. Typically the character will have a damage dealing power that deals more damage ready at any time. Especially know with all the Invention sets that give Recharge Reduction as set bonus.[*]Dark Pit - actually I like this power, too... a good way to not have to worry about all the minions anymore. But it'd need quite a few slots and is of limited use not working against bosses. So I'll have to try to get along without it for now.[*]Torrent - While a knockback is good to buy you some time, for casting a moonbeam for example, it's general function, crowd control should be covered by tar patch and tenebrous tentacles if used right. This will of course eleminate the possibility to get airbourne enemies down, too.[/list]
And from dark miasma:
<ul type="square">[*]Fearsome Stare - to be taken next level.[*]Black Hole - yet another power that could give you a breather I left out. Simply because this is supposed to be a build that makes the best of the damage dealing capabilities that are there. It's good to not have to think about one enemy for a time, but having them out of reach onceself is not so good. Of course this is a power that I am gonna miss, too. Dark Miasma has the problem that all its powers are good.[*]Dark Servant - Not accessible yet, overlaps with Ghost Widows Patron powers. (And as darrrrrk corruptor I just have to take Ghost Widow, though Scirocco is cool for magicians, too)[/list]
From fitness I left out hurdle - I thought I'd rather balance out my run speed than to amplify my jump capabilities even more. In PvP the opposite would probably more helpful, but the character gets some more convenient to handle this way.

From leaping I left out jump kick. It has some point to it, but I really prefer to powers from within the set since scourge wouldn't work on jump kick. And I am ranged anyway.

One major problem I have is that the character does not have much influence, so I will not be able to test the build but get the enhancements I need over the time. But it doesn't make much scence to remain on the current build and probably fill it with enhancements I might throw away later, so I will just have to make my decisions now and be patient with the results.

I would be glad for any advice regarding the powers to choose (the slots come later).


 

Posted

You'll get a good amount of influence back from your current enhancements after a respec, will at least be able to get some lvl 35 SOs to tide you over until you have the time/influence to start slotting IOs

Fitness - I'd probably go swift/hurdle/stamina instead of health, as you already have two self-heals in your build.


 

Posted

Life drain is teh weak, really. You have twilight grasp, which is way, WAY superior self-heal. Fearsome stare is something you should have ASAP. I'm not a big fan of acro, and would rather take dark blast there to help with ST damage. Also, you really should get hasten.

With that in mind, here's a build slotted up to L34, with planned powers to 38.

Villain Plan by Mids' Villain Designer 1,21
http://www.honourableunited.org.uk/mhd.php

Level 37 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed

Villain Profile:
Level 1: Gloom -- Acc(A), Dmg(3), Dmg(9), Dmg(17)
Level 1: Twilight Grasp -- Acc(A), Heal(3), Heal(7), Heal(15), Acc(34)
Level 2: Tar Patch -- RechRdx(A), RechRdx(5), RechRdx(11)
Level 4: Darkest Night -- EndRdx(A), EndRdx(5), ToHitDeb(11), ToHitDeb(15), ToHitDeb(19)
Level 6: Moonbeam -- Acc(A), Dmg(7), Dmg(13), Dmg(19)
Level 8: Tenebrous Tentacles -- Acc(A), Dmg(9), Dmg(13), Dmg(17)
Level 10: Howling Twilight -- RechRdx(A)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fearsome Stare -- Acc(A), EndRdx(23), RechRdx(23), RechRdx(27)
Level 24: Night Fall -- Acc(A), Dmg(25), Dmg(25), Dmg(27)
Level 26: Shadow Fall -- EndRdx(A), EndRdx(31)
Level 28: Petrifying Gaze -- Acc(A), Hold(29), Hold(29)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Blackstar -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Acrobatics -- EndRdx(A)
Level 38: Dark Servant -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]


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It's a bit end heavy, and not that powerful yet, because of using just SO's. A few IO sets in the mix could help.

I'm not sure how one would slot this char for L50 though, both sets require quite a bit slots if one wants to play offensively rather than in a support role, so getting things 6-slotted for maximum SIO benefit might be hard.


 

Posted

This build has some interesting ideas I hadn't thought of yet. But of course I cannot just use your build as though it was mine. I have never thought of using Hasten in this context - seems this build kind of depended on it, but that's one way to get the speed without billions of slots.

And I think I've found an a slight mistake you made (and I looked very, very hard to find one, got something to prove after all ): I don't see any point in putting an endurance reduction into Fearsome Stare. Recharges every 24 with enhancements seconds and has an enurance cost of 8.53 without enhancement. You save about 2 endurance points every 24 seconds.
For comparison: Nightfall Recharges every 10 seconds and has an endurance cost of 13.1.

Here is what I've thought of in the meantime. Leaving Life Drain out, too and taking Fearsome Stare earlier, within the Bloody Bay range - up to level 25. On level 30 I took hurdle because I already had what I needed so far so I took a power that doesn't need extra slots to work.

Oh, about hasten: I don't know. In your build it is being displayed as available for 120 seconds and taking 230 seconds to reload. So it's available about half the time... not really something I'd wish to rely on...

I am a little concerned about the endurance balance of this build. With all the recharge reductions I better get sets that give serious endurance boni quickly. Super Jump has three slots mostly for a the Unbound Leap set - I am not sure wether it is enough but both Shadow Fall and Unbound Leap together could be enough to buy me some time in PvP. Then again it's the question if I wouldn't rather put it into combat jumping instead...

But the major question is: If you have four slots in a damage dealing power - are one accuracy and three damage really better than two of either?

PS: Now I got an idea: How about leaving Hurdle and Petrifying Gaze out and take Assault and Tactics instead? That would be even worse for my endurance balance but had definately have a noteable impact on my overall damage output. The fact that the final build will have two additional toggles doesn't make it better either. With the slots used as shown the tools says I had an endurance generation of 2.49 and a consumption of 1.24 with all nescesary toggles on on level 34.

Villain Plan by Mids' Villain Designer 1,21
http://www.honourableunited.org.uk/mhd.php

Nigra Mortis: Level 48 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Gloom -- Acc-I:35(A), Dmg-I:35(3), Dmg-I:35(7), Acc-I:35(11), Dmg-I:35(25)
Level 1: Twilight Grasp -- Acc-I:35(A), Acc-I:35(3), Heal-I:35(17), Heal-I:35(29), Heal-I:35(31)
Level 2: Tar Patch -- RechRdx-I:35(A), RechRdx-I:35(5)
Level 4: Moonbeam -- Acc-I:35(A), Dmg-I:35(5), Dmg-I:35(7), Acc-I:35(13), IntRdx-I:35(25)
Level 6: Combat Jumping -- Jump-I:35(A)
Level 8: Tenebrous Tentacles -- Acc-I:35(A), Dmg-I:35(9), RechRdx-I:35(9), Acc-I:35(13), RechRdx-I:35(17), Dmg-I:35(23)
Level 10: Darkest Night -- ToHitDeb-I:35(A), ToHitDeb-I:35(11), EndRdx-I:35(34)
Level 12: Swift -- Run-I:35(A)
Level 14: Super Jump -- Jump-I:35(A), EndRdx-I:35(15), Jump-I:35(15)
Level 16: Health -- Heal-I:35(A)
Level 18: Night Fall -- Acc-I:35(A), Dmg-I:35(19), RechRdx-I:35(19), RechRdx-I:35(23), Dmg-I:35(34), Acc-I:35(34)
Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(21)
Level 22: Howling Twilight -- RechRdx-I:35(A), RechRdx-I:35(27)
Level 24: Shadow Fall -- DefBuff-I:35(A), EndRdx-I:35(29), DefBuff-I:35(31)
Level 26: Fearsome Stare -- Acc-I:35(A), RechRdx-I:35(27)
Level 28: Acrobatics -- EndRdx-I:35(A)
Level 30: Assault -- EndRdx-I:35(A), EndRdx-I:35(31)
Level 32: Blackstar -- Acc-I:35(A), RechRdx-I:35(33), Dmg-I:35(33), Dmg-I:35(33)
Level 35: Tactics -- Empty(A)
Level 38: Dark Servant -- Empty(A)
Level 41: Soul Drain -- Empty(A)
Level 44: Dark Embrace -- Empty(A)
Level 47: Soul Storm -- Empty(A)
Level 49: Summon Mistress -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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Posted

[ QUOTE ]

And I think I've found an a slight mistake you made (and I looked very, very hard to find one, got something to prove after all ): I don't see any point in putting an endurance reduction into Fearsome Stare. Recharges every 24 with enhancements seconds and has an enurance cost of 8.53 without enhancement. You save about 2 endurance points every 24 seconds.
For comparison: Nightfall Recharges every 10 seconds and has an endurance cost of 13.1.

[/ QUOTE ]Put an endrdx there out of memory without looking at numbers, shows that it's been a while since I played my dark miasma char

[ QUOTE ]
Oh, about hasten: I don't know. In your build it is being displayed as available for 120 seconds and taking 230 seconds to reload. So it's available about half the time... not really something I'd wish to rely on...

[/ QUOTE ]That's without factoring in the effect hasten has on it's own recharge. It won't still be perma of course, but once you have good enhancements in it (either IO's, or better than even level SO's), and some +rech from SIO's, it's up most the time.

[ QUOTE ]
I am a little concerned about the endurance balance of this build. With all the recharge reductions I better get sets that give serious endurance boni quickly. Super Jump has three slots mostly for a the Unbound Leap set - I am not sure wether it is enough but both Shadow Fall and Unbound Leap together could be enough to buy me some time in PvP. Then again it's the question if I wouldn't rather put it into combat jumping instead...

[/ QUOTE ]Rather than going for +recov bonuses, I'd probably try to fit some EndRdx in key powers. But the problem with this set combo is the lack of slots, so not sure where they can be afforded.

Of course, that's with SO's, once you start using SIO's things are a bit different, and you should be able to get dual-/triple-/quad-effect SIO's with EndRdx to most powers without sacrificing efficiency.

[ QUOTE ]
But the major question is: If you have four slots in a damage dealing power - are one accuracy and three damage really better than two of either?

[/ QUOTE ]I rarely find two acc's useful. But then again, I usually don't fight mobs much higher level than myself.

[ QUOTE ]
PS: Now I got an idea: How about leaving Hurdle and Petrifying Gaze out and take Assault and Tactics instead? That would be even worse for my endurance balance but had definately have a noteable impact on my overall damage output. The fact that the final build will have two additional toggles doesn't make it better either. With the slots used as shown the tools says I had an endurance generation of 2.49 and a consumption of 1.24 with all nescesary toggles on on level 34.


[/ QUOTE ]I've never seen that much benefit from leadership toggles myself, especially if you're going more for offense than support.

But if you do go for them, you probably want to take maneuvers rather than assault, since it takes defense sets.


 

Posted

hmm... I've tried to put everything into account everything you said. About the accuracy - the advantages in other fields were enormous if I'd use just one per attack power, but I really prefer to have some more reliability within my attacks, making the results of once actions a bit more predictable.

[ QUOTE ]
(either IO's, or better than even level SO's),

[/ QUOTE ]
How do you mean that? Level 35 IOs are better than even level SOs (... they're more expensive, but since they're better you may safely keep them until level 50, so it's gonna be cheaper on the long run. And you have one less aspect to worry about. With time and influence you may replace them with SIOs, but you're not under pressure regarding that.

As suggested I've taken the tactics stuff again out and hasten back in. The winner for the power that became available this way is dark blast. In fact I had already considered to replace gloom completely by dark blast, but as an offensive char it is reasonable to take all straightforward damage dealing powers of a given set.

As for the slots there is indeed a problem: There is a lot powers yet that need more. On level 36 and 37 I'll get six more slots I can use to give another damage to Blackstar, Dark Blast, Tenebrous Tentacles and Moonbeam. Twilight Grasp is gonna get a third heal. The last slot I will probably assign as a third recharge reduction to tar patch, though I am also considering a second defense in Shadow Fall or a second accuracy in Fearsome Stare.
The slot I am least sure of at the moment is the second accuracy in Moonbeam - as a snipe its accuracy is inheritly higher than that of other powers anyway... but if it wasn't it wasn't really a snipe anymore.

I've set acrobatics to level 35. Still enough to be available in Sirens Call and it wouldn't be available in Bloody Bay anyway. The extra slots in Super Jump I left out because now I have even more slot problems than in the last example.

The problem that remains is the missing endurance. I just don't know where I could take some from. I really need the recharge reductions in Night Fall and Tenebrous Tentactles, to balance out their recharge speed against Gloom and Dark Blast.

Oh, and thanks for your help and patience.

Villain Plan by Mids' Villain Designer 1,21
http://www.honourableunited.org.uk/mhd.php

Nigra Mortis 3: Level 48 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Dark Blast -- Acc-I:35(A), Dmg-I:35(3), Dmg-I:35(7), Acc-I:35(11)
Level 1: Twilight Grasp -- Acc-I:35(A), Acc-I:35(3), Heal-I:35(7), Heal-I:35(31)
Level 2: Tar Patch -- RechRdx-I:35(A), RechRdx-I:35(5)
Level 4: Moonbeam -- Acc-I:35(A), Dmg-I:35(5), Dmg-I:35(9), Dmg-I:35(19), Acc-I:35(36)
Level 6: Combat Jumping -- Jump-I:35(A)
Level 8: Tenebrous Tentacles -- Acc-I:35(A), Dmg-I:35(9), Dmg-I:35(11), Acc-I:35(19), RechRdx-I:35(27)
Level 10: Darkest Night -- EndRdx-I:35(A), ToHitDeb-I:35(13), ToHitDeb-I:35(15)
Level 12: Night Fall -- Acc-I:35(A), Dmg-I:35(13), Dmg-I:35(15), Acc-I:35(21), RechRdx-I:35(27), Dmg-I:35(34)
Level 14: Super Jump -- Jump-I:35(A)
Level 16: Gloom -- Acc-I:35(A), Dmg-I:35(17), Dmg-I:35(17), Acc-I:35(21), Dmg-I:35(31)
Level 18: Swift -- Run-I:35(A)
Level 20: Health -- Heal-I:35(A)
Level 22: Stamina -- EndMod-I:35(A), EndMod-I:35(23), EndMod-I:35(23)
Level 24: Fearsome Stare -- Acc-I:35(A), RechRdx-I:35(25), RechRdx-I:35(25)
Level 26: Hasten -- RechRdx-I:35(A), RechRdx-I:35(29), RechRdx-I:35(34)
Level 28: Shadow Fall -- EndRdx-I:35(A), DefBuff-I:35(29)
Level 30: Howling Twilight -- RechRdx-I:35(A), RechRdx-I:35(31)
Level 32: Blackstar -- Acc-I:35(A), Dmg-I:35(33), Dmg-I:35(33), RechRdx-I:35(33), RechRdx-I:35(34)
Level 35: Acrobatics -- Empty(A)
Level 38: Dark Servant -- Empty(A)
Level 41: Soul Drain -- Empty(A)
Level 44: Dark Embrace -- Empty(A)
Level 47: Soul Storm -- Empty(A)
Level 49: Summon Mistress -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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Posted

Good to see you took up the corrupter again after the enlightening discussion earlier in the general discussion thread It really can rock!

Few notes:
-about the accuracy: 1 accu will generally do fine in most situations, but being a accu freak myself i understand your deliberations.
solution: use IO's. Will save you lots of slots overall (for all aspects including your endurance) for a far more efficient slotting and a lot of them are even cheaper to get/make then buying SO's at the shop. Just get to know the market. Not even talking about the cost savings in the long run for not having to renew them. Use mids hero designer for the numbers.
And you've left the power that prolly needs good accu most with just one accu: fearsome stare. Again use IO sets.
-stare is one of your best powers amen. slot it more for accu debuff, fear duration or rech (and ofc accu as said above) to whatever you prefer, but really slot it more anyhow. (the IO sets Nightmare and the better, but more expensive Glimpse of abyss are really great in there with some excellent bonuses)
-SC is lvl 30 capped so acro at 35 won't be available in there as you think...
-good choice of you to keep both darkblast and gloom. slot them with 3 dam sooner (or the equivalent in IO's) like you should in all your damage attacks
-darkest night you want slotted with 3 accu debuffs
-base def of shadowfall is pants. so it's waste to slot it for def. better choice to slot resist rather then def, but even better to prioritise just for end redux (1 or 2)
-blackstar is by far the worst nuke ever conceived (dam wise, the accu debuff is great though) I advise to skip it. You loose all your toggles (DN/shadowfall/cj/acro, etc) and will suffer the crappy end drain/crash after firing it while it just only takes a hugely dissappointing relatively small amount of health even from minions But fair is fair it's a nuke
-tarpatch needs 3 rech (and possibly a imped swift dam proc and maybe a slow later on)
-you could free up a slot by taking 1 rech out of HT

Hope you will enjoy your new build.
Get used to positioning yourself with the cones (slotting some range enhancing IO's in both nightfall and tentacles will make this some what easier) and the dam can rack up quite nicely. Just dont expect fire blast damage

Have fun!

P.S. Life drain isn't the best power, but mostly underestimated as i discovered myself. It's a really good finishing move with scourge kicking in- which i found works very well.
The heal is pretty small indeed, but it also does accu debuff. It's great for A. to use on a tough single opponent like an EB by at the same time doing okay damage (darkblast numbers), stacking more accu debuff and giving you back some health and B. for a scourging killing move on minions. Maybe not a first choice power, but a good option for when you have a powerpick left.
Tbh, i wouldn't respec it out on my cor (dark/rad) and most certainly prefer it over blackstar any old day.


 

Posted

He. Thanks for your advice. Based on this I won't change much though. Yes, I do agree that Tar Patch and Darkest Night and Fearsome Stare could need another enhancement. But they're still useful the way they are, especially considering the Recharge Reduction from Hasten and possible set boni. They'll get their slot in time.

I might take the defense slot from Shadow Fall away. But I do think it's actually not wasted on Shadow Fall. Effectively a level 35 add less than 1% to the defense, true. But we're talking about area defense for the whole group against everything here. Its not worth much alone but it adds to boni from other sources. And especially psionics boni are valuable.
But you're probably right in so far as it would be more practical to have a third to-hit debuff in Darkest Night to start with instead. 3.75% defense on everything is good, spending a slot for 0.8% more is a luxory I probably cannot effort.

On the long run I will of course replace all slots with sets. That it will be important how many slots you have in a power to get to the more rare set boni in the deepest pits of the set. I fare quite well with that on my blaster. Besides the fact that it just feels good having devestation and Sting of the Manticore full, most of Positrons Blast etc. etc. So - that's another reason for the two accuracy enhancements in all the attack powers - keeping the slots reserved (well, one could argue that in this setup I'd better use Endurance Reduction" to keep slots reserved, or slot 3 damage right away.)