Son/Rad AV soloing Corr help
yeah.. what you need to do is drop mutation for superspeed and add 2 more zephyrs there... slot out boxing with a full mako's set.
steal from stamina, conserve power and charged armor.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Remember when you're figuring out how much +defense to slot that you're going to have Rad Infection running any time you're doing this. Against a GM (assuming it's a "level 50" GM), this means you're going to get roughly 5.7% -tohit through its debuff resistance. Add that on top of the 39.2% +def(ranged) that you're packing and that's 44.9% functional defense. Against a lower level AV (re: the DE GMs are 48), you're going to be getting 6.08% -tohit, so you will be at the softcap.
As to the question of how to calculate recharges on non-perma +recharge buffs, it's actually pretty easy. Subtract the duration from the recharge while it's active. Divide this by that very same recharge. This will give you the percent of the power that still needs to recharge while the power is down. Multiply this number by the recharge time while the power is down. Add that number to the duration of the power and you'll have the recharge of it.
Now, doing this to two powers simultaneously can get interesting, but it doesn't have to be, especially when they're powers like AM and Hasten which have the exact same duration and pretty much identical recharges. Assume that you activate them simultaneously and that the durations last the entire duration for the both of them. Because the durations stack for the entirety, you simply calculate while both of them are up and then while both of them are down. If you don't assume that they're activated simultaneously, you have to do several tiers of calculations wherein one is up and the other is down, vice versa, both are down, and both are up. Each tier is still the same method as before: determine recharge remaining from previous +rech state, convert to a percent of recharge remaining for the previous +rech state, determine new recharge time based on new +rech state, repeat at every change of +rech.
Why did you take mu mastery over soul? Soul drain could be of good use if you try your hand at scrapyard due to all them protestors being good soul drain fuel and are too low to hit you back. And they just keep comming as long as scrapyard is still standing. With all that recharge, you can almost make it perma. I too plan on trying this with my sonic/rad corr so let me know how it turns out.
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
Shred: Indeed, good suggestions. Thing is, I only aimed for about 40% ranged def because RI would cover the rest as Umbral has said.
Umbral: Thanks for the recharge help, I'll be looking into that. So am I understanding correctly that if I get .1% more defense I'm effectively softcapped? I'll aim to squeeze another full 1% though somewhere...
Rieze: I went Mu Mastery because CP is awesome for protracted fights, even with AM up most of the time. I'll be burning a lot of endurance running my toggles and attacking. Soul Drain is awesome, but with the corr/dom/defender recharge on it you're at best gonna have it up half the time because of its 30sec duration and 240sec recharge. It's also a PBAoE buff, a place I have no intention of being fighting AVs and GMs
The Melee Teaming Guide for Melee Mans
Shred: Indeed, good suggestions. Thing is, I only aimed for about 40% ranged def because RI would cover the rest as Umbral has said.
Umbral: Thanks for the recharge help, I'll be looking into that. So am I understanding correctly that if I get .1% more defense I'm effectively softcapped? I'll aim to squeeze another full 1% though somewhere... Rieze: I went Mu Mastery because CP is awesome for protracted fights, even with AM up most of the time. I'll be burning a lot of endurance running my toggles and attacking. Soul Drain is awesome, but with the corr/dom/defender recharge on it you're at best gonna have it up half the time because of its 30sec duration and 240sec recharge. It's also a PBAoE buff, a place I have no intention of being fighting AVs and GMs ![]() |
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Shred: RI is somewhat expensive compared to armor toggles, but its EF that's really pricey endwise. But yeah, there are several factors making me go with RI instead of softcapping. Those being as Umbral said, the general usefulness of it, the ease of getting the +rec to run it versus another 5-6% defense and the fact that its also a -25% defense debuff.
Umbral: While I will be facing AVs over 50 in relentless SFs and the RSF, I won't be trying to solo them so I can live with not being softcapped versus them
Anyone got any build tips for scraping out a little more recharge from the build? I'd like to be in the 60s-70s% for recharge, but I don't really see how to do it. Maybe I've just got builders block though
Thanks again people.
The Melee Teaming Guide for Melee Mans
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonrad WIP: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(25)
Level 2: Scream -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(15), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(19)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(7), Zephyr-ResKB(7), Zephyr-Travel/EndRdx(9)
Level 6: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(9), LkGmblr-Rchg+(11), LkGmblr-Def(11)
Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 12: Amplify -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(40), AdjTgt-Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(29)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(19), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(23), Numna-Regen/Rcvry+(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(36)
Level 22: Lingering Radiation -- RechRdx-I(A), RechRdx-I(34)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(50)
Level 26: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(27), Stpfy-KB%(27), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(43), Stpfy-Acc/Rchg(46)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Mutation -- EndRdx-I(A)
Level 38: EM Pulse -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42)
Level 44: Electric Shackles -- Lock-%Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/Hold(46), Lock-EndRdx/Rchg/Hold(46)
Level 47: Sirens Song -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(48), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Acc/Sleep/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Virtue: @Santorican

Dark/Shield Build Thread
Regarding the ongoing debate about softcapping with or without RI: I advise to softcap without it. The fact is that with perma-AM, mezzes won't last long, but even a split-second mez will detoggle the power, leaving you well below the softcap. And assuming you survive that, it'll take over 3 seconds to retoggle the power. But then, of course, you'll likely get stunned/slept/held again soon, meaning another 3 seconds of lost DPS, and quite possibly another, and another, and another.
It just isn't the winning way to go. You can softcap without it, and that's what you should do.
Edit: EF may be the more expensive toggle, but losing it mid-fight isn't as big a problem, as it doesn't drop your effective defense and make you more likely to be hit; and it only takes half as long to retoggle. And then of course there's the fact that most AVs don't resist the debuffs at all, making it a lot more endurance-efficient.
Regarding the ongoing debate about softcapping with or without RI: I advise to softcap without it. The fact is that with perma-AM, mezzes won't last long
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Unlike Scrappers, softcapped defense is not a must for Corruptors, especially Sonic/Rad. With all that -res going on, EF becomes a rather significant survival tool, since its damage debuff (which would normally -22.5%) becomes boosted to somewhere closer to -40% damage, equivalent to having 40% resistance to all when fighting an even level AV.
Like having both softcapped defense AND perma AM is an easy thing to do
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What I'm advising against is relying on the -ToHit from RI to reach the softcap. Because even short mezzes detoggle it, and it takes over 3 seconds to retoggle.
Regarding the ongoing debate about softcapping with or without RI: I advise to softcap without it.
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(I would suggest dropping Mutation as well and keeping a TF group build around with frankenslotting for groups.)
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Yes, and that's exactly what I'm advising.
What I'm advising against is relying on the -ToHit from RI to reach the softcap. Because even short mezzes detoggle it, and it takes over 3 seconds to retoggle. |
In my opinion, if the power is there and you can use it then so be it. By getting your defense to 40% and letting RI take care of the rest, you make room for other more useful set bonuses (mainly +rech and +hp). You can also stick an Achilles Heel in there for more -res sadism.
An inconvenience, rarely ever lethal.
In my opinion, if the power is there and you can use it then so be it. By getting your defense to 40% and letting RI take care of the rest, you make room for other more useful set bonuses (mainly +rech and +hp). You can also stick an Achilles Heel in there for more -res sadism. |
Chaos, do you have any experience soloing AVs/GMs with a rad? Because uh, if not, I'm thinking I'll go with Silverados experience.
The Melee Teaming Guide for Melee Mans
And you make room for the AV to two-shot you with a mez followed by a superior damage attack. But in any case, the long animation really eats into DPS if you have to retoggle it a lot. Which pretty much destroys any +rech or -res advantage you may have built for.
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I don't have softcapped ranged defense on either of my Rads nor on my Corruptor, and I've killed every single AV/GM they have access to ingame. Just talking from experience here.
I don't have softcapped ranged defense on either of my Rads nor on my Corruptor, and I've killed every single AV/GM they have access to ingame. Just talking from experience here.
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At first, I too used RI to fudge the softcap down to 39%, but I hated having to retoggle it mid-fight; I often got hit by a followup attack, sometimes got killed by it, and in any case I lost 3.3 seconds of DPS every time I had to retoggle it.
I might've been spoiled by my unmezzable Ill/Rad troller who has soloed everything--literally everything--but anyway I asked myself "what does RI really do for you in an AV or GM battle?" And the answer was "It's like Maneuvers and Tactics in one, except you have to retoggle it every time you get mezzed."
So I found a way to softcap without RI, and found that I died less often and that the battles generally went faster.
So that's me speaking from experience. Take or leave the advice, but there it is.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
NOTES:
1) oldbuild is old. If I were still into this toon, I'd cap def with pvp IO & slot Unbreakable Constraint in EMP to tighten up recharge.
2) RI is there; I just don't use it on AVs.
enjoy
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
GRGm3: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(15)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(34)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(37)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(15)
Level 6: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(25), Zephyr-ResKB(31)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), LkGmblr-Rchg+(48)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(31), Mrcl-Heal(50)
Level 16: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/Slow(23), RechRdx-I(34)
Level 24: Enervating Field -- EndRdx-I(A)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Dmg/EndRdx/Rchg(37)
Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Charged Armor -- HO:Ribo(A)
Level 44: Electric Shackles -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Thank You. I would not call a build with Zephyrs and Lockdown old, myself.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
It's an i13 spec. If it were live today, it would look like this (with the PvP +def IO in Tough). Old is as old performs.
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Hey all, yes I know this isn't the Corruptor forum, but until all the cheatyface math gurus move over there this is the best place for this kind of thing
So. Building an AV/GM soloing Sonic/Rad corr. Built for ranged defense and recharge mostly. I've managed to get up to 39% running Hover and Weave, with 58.8% recharge. What I'm looking for is general build input, how to squeeze in more ranged def (if I need it) or more recharge. I personally want more recharge so my Hasten/AM are as close to perma as possible, they're pretty much perma when both are active but thats not always gonna be the case. How does the math work for working out their uptime based off each other?
For the build itself power order and slotting order were not done properly, so if need be slots/power order can be reshuffled for better results.
Here's the data chunk:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonrad WIP: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg(15)
Level 1: Radiant Aura -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-EndRdx/Rchg(21), Numna-Heal/Rchg(23), Numna-Heal/EndRdx(23), Numna-Heal/EndRdx/Rchg(25)
Level 2: Scream -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(15), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(19)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(7), Zephyr-ResKB(7), Zephyr-Travel/EndRdx(9)
Level 6: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(9), LkGmblr-Rchg+(11), LkGmblr-Def(11), LkGmblr-Def/EndRdx(37)
Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(36)
Level 12: Amplify -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(40), AdjTgt-Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(29)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36)
Level 22: Lingering Radiation -- RechRdx-I(A), RechRdx-I(34)
Level 24: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(25)
Level 26: Screech -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(27), Stpfy-KB%(27), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(43), Stpfy-Acc/Rchg(46)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- RedFtn-Def(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), RechRdx-I(50)
Level 35: Mutation -- EndRdx-I(A)
Level 38: EM Pulse -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx(43)
Level 44: Electric Shackles -- Lock-%Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-Acc/Hold(46), Lock-EndRdx/Rchg/Hold(46)
Level 47: Sirens Song -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(48), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Acc/Sleep/Rchg(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Set Bonus Totals:
Mutation is there because I'll also be using this guy for various TFs, and I don't see what else would be useful with 1 slot, or any other powers I want/need.
Input?
Thanks in advance everyone
(And yes Powerforge, I totally ripped off your AM slotting, sorry >.<)
The Melee Teaming Guide for Melee Mans