AV soloer


Chaos_String

 

Posted

Well the title pretty much sums up what I want this character to do, but I'm not quite happy with the build. I was shooting for Perma hasten and AM as well as capped range defense, but I only managed to get the defense in. Can anyone come up with a build that has perma hasten and am as well as capped range def? Here's what I had:


Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Solo corr: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Shriek
(A) Thunderstrike - Accuracy/Damage
(13) Thunderstrike - Damage/Endurance
(13) Thunderstrike - Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Endurance/Recharge


Level 1: Radiant Aura
(A) Numina's Convalescence - Heal/Endurance
(39) Numina's Convalescence - Endurance/Recharge
(39) Numina's Convalescence - Heal/Recharge
(39) Numina's Convalescence - Heal/Endurance/Recharge
(40) Numina's Convalescence - Heal
(40) Numina's Convalescence - +Regeneration/+Recovery


Level 2: Scream
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(3) Thunderstrike - Damage/Recharge
(9) Thunderstrike - Accuracy/Damage/Recharge
(11) Thunderstrike - Accuracy/Damage/Endurance
(11) Thunderstrike - Damage/Endurance/Recharge


Level 4: Accelerate Metabolism
(A) Efficacy Adaptor - EndMod
(5) Efficacy Adaptor - EndMod/Recharge
(5) Efficacy Adaptor - EndMod/Accuracy/Recharge
(7) Efficacy Adaptor - Accuracy/Recharge
(7) Efficacy Adaptor - EndMod/Accuracy
(9) Efficacy Adaptor - EndMod/Endurance


Level 6: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(25) Recharge Reduction IO


Level 8: Shout
(A) Thunderstrike - Accuracy/Damage
(17) Thunderstrike - Damage/Endurance
(19) Thunderstrike - Damage/Recharge
(19) Thunderstrike - Accuracy/Damage/Recharge
(23) Thunderstrike - Accuracy/Damage/Endurance
(23) Thunderstrike - Damage/Endurance/Recharge


Level 10: Hurdle
(A) Jumping IO


Level 12: Amplify
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(46) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 14: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range


Level 16: Health
(A) Miracle - +Recovery


Level 18: Assault
(A) Endurance Reduction IO


Level 20: Stamina
(A) Endurance Modification IO
(21) Endurance Modification IO
(21) Endurance Modification IO


Level 22: Radiation Infection
(A) HamiO:Enzyme Exposure
(29) HamiO:Enzyme Exposure
(29) HamiO:Enzyme Exposure


Level 24: Enervating Field
(A) Endurance Reduction IO
(40) Endurance Reduction IO


Level 26: Lingering Radiation
(A) Recharge Reduction IO
(31) Accuracy IO


Level 28: Screech
(A) Stupefy - Accuracy/Recharge
(33) Stupefy - Endurance/Stun
(34) Stupefy - Accuracy/Endurance
(34) Stupefy - Stun/Range
(34) Stupefy - Accuracy/Stun/Recharge
(37) Stupefy - Chance of Knockback


Level 30: Boxing
(A) Accuracy IO


Level 32: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(33) Endurance Reduction IO


Level 35: Weave
(A) Red Fortune - Defense/Endurance
(36) Red Fortune - Defense/Recharge
(36) Red Fortune - Endurance/Recharge
(36) Red Fortune - Defense/Endurance/Recharge
(37) Red Fortune - Defense
(37) Luck of the Gambler - Recharge Speed


Level 38: EM Pulse
(A) Lockdown - Accuracy/Hold
(43) Lockdown - Accuracy/Recharge
(45) Lockdown - Recharge/Hold
(46) Lockdown - Endurance/Recharge/Hold
(46) Lockdown - Accuracy/Endurance/Recharge/Hold
(50) Lockdown - Chance for +2 Mag Hold


Level 41: Maneuvers
(A) Red Fortune - Defense/Endurance
(42) Red Fortune - Defense/Recharge
(42) Red Fortune - Endurance/Recharge
(42) Red Fortune - Defense/Endurance/Recharge
(43) Red Fortune - Defense
(43) Red Fortune - Endurance


Level 44: Sirens Song
(A) Lethargic Repose - Accuracy/Sleep
(45) Lethargic Repose - Accuracy/Sleep/Recharge
(45) Lethargic Repose - Accuracy/Recharge


Level 47: Dreadful Wail
(A) Stupefy - Accuracy/Recharge
(48) Stupefy - Endurance/Stun
(48) Stupefy - Accuracy/Endurance
(48) Stupefy - Stun/Range
(50) Stupefy - Accuracy/Stun/Recharge
(50) Stupefy - Chance of Knockback


Level 49: Power Sink
(A) Recharge Reduction IO


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Scourge
------------
Set Bonus Totals:
12% DamageBuff(Smashing)
12% DamageBuff(Lethal)
12% DamageBuff(Fire)
12% DamageBuff(Cold)
12% DamageBuff(Energy)
12% DamageBuff(Negative)
12% DamageBuff(Toxic)
12% DamageBuff(Psionic)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
5.5% Defense(Fire)
5.5% Defense(Cold)
27.1% Defense(Energy)
27.1% Defense(Negative)
3% Defense(Psionic)
5.5% Defense(Melee)
37.1% Defense(Ranged)
8% Defense(AoE)
2.5% Enhancement(Held)
35% Enhancement(RechargeTime)
4% Enhancement(Sleep)
21% Enhancement(Accuracy)
6% Enhancement(Heal)
6% Enhancement(Stun)
17% FlySpeed
92.4 HP (8.62%) HitPoints
17% JumpHeight
17% JumpSpeed
MezResist(Held) 5.5%
MezResist(Immobilize) 4.4%
15% (0.25 End/sec) Recovery
22% (0.98 HP/sec) Regeneration
2.52% Resistance(Fire)
2.52% Resistance(Cold)
17% RunSpeed


 

Posted

No datalink, no data chunk. Can't open the build, or I'd help you.


 

Posted

Quote:
Originally Posted by Chaos_String View Post
No datalink, no data chunk. Can't open the build, or I'd help you.
oops! thanks for pointing that out.




here it is


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Posted

OK, there is some slotting that could be done better, but it looks like you're avoiding using expensive things like purple sets and the pvp +3def IO. If that's the case, then I advise building for perma-AM, perma-Hasten if possible, and about 40% ranged defense. Then use Radiation Infection to debuff the AV to the point where 40% is softcapped.

This isn't my favorite solution since RI can be detoggled if you get stunned, slept or held; I prefer softcapped defenses with perma-AM and near-perma Hasten. But it's a lot more expensive to accomplish all these thiings.

I'm a little busy now, but when I get time I'll post you a cost-no-object build that has softcapped Ranged defense, perma-AM and close to perma Hasten.


 

Posted

OK, here's a build which features perma-AM, near-perma Hasten and softcapped defense (with the Gladiator's Armor +3def IO in Charged Armor). Based on my Fire/Rad AV/GM soloing build.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

SonRad Corruptor: Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
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: Shriek -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(15)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(31), Zephyr-ResKB(33)
Level 6: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(25)
Level 8: Swift -- Flight-I(A)
Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), LkGmblr-Rchg+(50)
Level 12: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48), Mrcl-Heal(48)
Level 18: Sirens Song -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/Rchg(36), FtnHyp-Sleep/EndRdx(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Lingering Radiation -- Acc-I(A), TmpRdns-Acc/EndRdx(23), RechRdx-I(23)
Level 24: Enervating Field -- EndRdx-I(A)
Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(33), Stpfy-Stun/Rng(34)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EM Pulse -- UbrkCons-Hold/Rchg(A), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Charged Armor -- Empty(A)
Level 44: Shout -- 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: Conserve Power -- RechRdx-I(A)
Level 49: Shockwave -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(50), ExStrk-Dam%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge


 

Posted

Thanks, I really liked the build. And although unorthadox, I found a way to make one or two tweaks to get hasten perma without shortchanging myself on the defense. Here are the changes.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

SonRad Corruptor: Level 50 Science Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1: Shriek Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(15)
Level 1: Radiant Aura Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Accelerate Metabolism P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(5), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(25), Zephyr-Travel(31), Zephyr-ResKB(33)
Level 6: Radiation Infection DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb(25)
Level 8: Swift Flight-I(A)
Level 10: Combat Jumping Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), LkGmblr-Rchg+(40)
Level 12: Amplify GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Health Mrcl-Rcvry+(A)
Level 18: Sirens Song FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/Rchg(36), FtnHyp-Sleep/EndRdx(37)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Lingering Radiation RechRdx-I(A)
Level 24: Enervating Field EndRdx-I(A)
Level 26: Screech Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 28: Boxing Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(33), Stpfy-Stun/Rng(34)
Level 30: Tough S'fstPrt-ResDam/Def+(A)
Level 32: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 35: Hasten RechRdx-I(A), RechRdx-I(36), RechRdx-I(36), RechRdx-I(48), RechRdx-I(48), RechRdx-I(50)
Level 38: EM Pulse UbrkCons-Hold/Rchg(A), UbrkCons-Hold(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Charged Armor Empty(A)
Level 44: Shout 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: Conserve Power RechRdx-I(A)
Level 49: Shockwave ExStrk-Dmg/KB(A), ExStrk-Acc/KB(50), ExStrk-Dam%(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
------------
Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
21.8% Defense(Energy)
21.8% Defense(Negative)
3% Defense(Psionic)
5.5% Defense(Melee)
33% Defense(Ranged)
5.5% Defense(AoE)
6% Enhancement(Stun)
44% Enhancement(Accuracy)
4% Enhancement(Heal)
65% Enhancement(RechargeTime)
23% FlySpeed
140.6 HP (13.1%) HitPoints
23% JumpHeight
23% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 2.2%
MezResist(Terrorized) 2.2%
24.5% (0.41 End/sec) Recovery
16% (0.72 HP/sec) Regeneration
7.56% Resistance(Fire)
7.56% Resistance(Cold)
23% RunSpeed






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The travel power change was just preference, didnt change stats at all, and CJ costs less endurance than hover. The six slotting of hasten helped push it over to perma, which is nice. and you made some good use of BotZ


 

Posted

First, you absolutely can't do without the accuracy in Lingering Radiation. Missing with LR is among the worst things that can happen in an AV/GM fight. It represents 30ish seconds of the AV/GM regenerating at the full rate. Don't shortchange this power for accuracy.

And IMO, a few seconds downtime on Hasten would hurt you a lot less than losing the recovery and regen you're sacrificing to get it perma.

Also, Hover is better than CJ just because you're all about ranged defense. With Hover, you float up and out of the AV's reach, and staying at range is a non-issue. With CJ, you'll be kiting constantly to keep the AV from punching you in the face, and every time you get rooted in a long amination like Acccelerate Metabolism or Radiant Aura, you will very likely get busted in the chops. I advise Hover. Very strongly.

Edit: I just realized that Radiant Aura doesn't root, but AM definitely does, as do all of your attacks (although they're relatively quick). You could probably live with kiting AVs, and some builds that have a spammable immob power can stand their ground. But for this build I really must advise Hover over CJ.


 

Posted

Quote:
Originally Posted by Chaos_String View Post
First, you absolutely can't do without the accuracy in Lingering Radiation. Missing with LR is among the worst things that can happen in an AV/GM fight. It represents 30ish seconds of the AV/GM regenerating at the full rate. Don't shortchange this power for accuracy.

And IMO, a few seconds downtime on Hasten would hurt you a lot less than losing the recovery and regen you're sacrificing to get it perma.

Also, Hover is better than CJ just because you're all about ranged defense. With Hover, you float up and out of the AV's reach, and staying at range is a non-issue. With CJ, you'll be kiting constantly to keep the AV from punching you in the face, and every time you get rooted in a long amination like Acccelerate Metabolism or Radiant Aura, you will very likely get busted in the chops. I advise Hover. Very strongly.

Edit: I just realized that Radiant Aura doesn't root, but AM definitely does, as do all of your attacks (although they're relatively quick). You could probably live with kiting AVs, and some builds that have a spammable immob power can stand their ground. But for this build I really must advise Hover over CJ.
On the topic of CJ and hover I have to agree with your reasoning.

However, the "minimal" downtime on hasten actually is more than it seems. This is because as soon as hasten wears off, so does the recharge bonus it gives. That in turn makes AM non perma, which removes its recharge bonus for a while. with those 2 major recharge buffs gone, the downtime on each power becomes near 50 seconds. That is 50 seconds without AMs recovery, causing a net decrease in my recovery rate, which is not good for long fights like AVs. Not to mention that is 50 seconds without that net 100% recharge bonus and 20% dmg bonus, severely reducing my dps for almost a minute every 3 minutes. Due to the high amount of defense, I don't think the 2 hp per second regeneration is all that diminishing. And with that AM downtime, my recovery is actually better off with the perma hasten route.

I'm sorry if it sounds like I am trashing your build, that was not the intention of this post, because your build was very good and very helpful. I just personally think that with the difference in keeping AM up all the time and having it down for almost a minute is major enough to slow down my overall DPS and cause the character to not finish off an AV.


 

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Originally Posted by Pyro_Master_NA View Post
On the topic of CJ and hover I have to agree with your reasoning.

However, the "minimal" downtime on hasten actually is more than it seems. This is because as soon as hasten wears off, so does the recharge bonus it gives. That in turn makes AM non perma, which removes its recharge bonus for a while. with those 2 major recharge buffs gone, the downtime on each power becomes near 50 seconds. That is 50 seconds without AMs recovery, causing a net decrease in my recovery rate, which is not good for long fights like AVs. Not to mention that is 50 seconds without that net 100% recharge bonus and 20% dmg bonus, severely reducing my dps for almost a minute every 3 minutes. Due to the high amount of defense, I don't think the 2 hp per second regeneration is all that diminishing. And with that AM downtime, my recovery is actually better off with the perma hasten route.

I'm sorry if it sounds like I am trashing your build, that was not the intention of this post, because your build was very good and very helpful. I just personally think that with the difference in keeping AM up all the time and having it down for almost a minute is major enough to slow down my overall DPS and cause the character to not finish off an AV.
AM down for almost a minute? No. That isn't how it works, I promise you, and I'm speaking from experience.

What'll happen is, Hasten will drop, but it'll be 3.6sec from being recharged. You lose the recharge bonus from Hasten, so the last 3.6sec of its recharge will actually become 4.59sec. (120/123.6=0.97 ; 153*.03=4.59) This means Hasten is up 120sec, and then down 5.32sec (accounting for its 0.73sec activation time). That's 96% uptime.

As for AM, Hasten being up 96% of the time, you'll never lose it. It'll actually recharge, on average, in 119.45sec. Since the two cycles aren't exactly the same, you might lose AM for literally a split second now and then. But never for more than one second.

EDIT: fixed my math in this post for accuracy.


 

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Originally Posted by Chaos_String View Post
AM down for almost a minute? No. That isn't how it works, I promise you, and I'm speaking from experience.

What'll happen is, Hasten will drop, but it'll be 3.6sec from being recharged. You lose the recharge bonus from Hasten, so the last 3.6sec of its recharge will actually become 4.59sec. (120/123.6=0.97 ; 153*.03=4.59) This means Hasten is up 120sec, and then down 5.32sec (accounting for its 0.73sec activation time). That's 96% uptime.

As for AM, Hasten being up 96% of the time, you'll never lose it. It'll actually recharge, on average, in 119.45sec. Since the two cycles aren't exactly the same, you might lose AM for literally a split second now and then. But never for more than one second.

EDIT: fixed my math in this post for accuracy.
Ok, I must have misunderstood howthat works. Whenever hasten wears off ingame and I see its circle shrink back down due to the lack in recharge, I thought it went down to where it would be at in its recharge time before the +rech was even applied. Thank you for clearing that up.


 

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If you don't mind a question here... I have a son/rad that I am seeing if I can work into an AV soloer while still being fun to play otherwise. One thing that seems pretty consisent about all the son/rad AV builds is the Mu patronset. Is it the energy resistance or the conserve power that makes it the patron powerset of choice?


 

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Originally Posted by tensionfade View Post
If you don't mind a question here... I have a son/rad that I am seeing if I can work into an AV soloer while still being fun to play otherwise. One thing that seems pretty consisent about all the son/rad AV builds is the Mu patronset. Is it the energy resistance or the conserve power that makes it the patron powerset of choice?
As far as I know, it's because of conserve power. It helps out a lot with the prolonged av fights. Nothing will hurt a solo av fight more than having to stop attacking to regain endurance, or having your debuffs get detoggled because you ran out of endurance.


 

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Figured that was the case - thanks for the answer


 

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In my opinion it's the fast animating immobilize, powersink and the energy resistance which is always nice to have

Conserve Power was a very recent addition to a pool that's been the prefered choice since long before. And since Sonic Blast is such an end efficient set CP might as well be irrelevant (what with having perma AM and all)


 

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Originally Posted by Silverado View Post
In my opinion it's the fast animating immobilize, powersink and the energy resistance which is always nice to have

Conserve Power was a very recent addition to a pool that's been the prefered choice since long before. And since Sonic Blast is such an end efficient set CP might as well be irrelevant (what with having perma AM and all)
Perma AM helps out a lot, but those debuff toggles are very expensive as well. Adding into that what seems like an endless string of attacks, endurance becomes a bit of an issue at times.


 

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When your chain consists of Shriek-Scream, endurance isn't an issue


 

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No shout? I thought with its longer lasting resistance debuff that it would be plenty worth taking.


 

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I'd envisioned shriek-scream-shriek-shout, but shout is pretty slow. DPS might be better without it, I dunno. Kinda too lazy to check right now, as well.


 

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Shriek-Scream is the ideal chain, Shout actually hurts the DPS


 

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Originally Posted by Silverado View Post
Shriek-Scream is the ideal chain, Shout actually hurts the DPS
This is what I have observed but I have no concrete data.

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Wait, so how many Rech-Rdx should be in Hasten, if you put 3 in, you are starting to hit the softcap, so just 3? Also, can Screech stun some AVs? I've had some luck with Ghost Widow's hold plus Power Boast, but haven't taken Screech on my Sonic/Rad yet. Kind of confused why you would take Charged Armor and then not put anything in the slot, I guess your just not using it much, or not at all with a Luck of the Gambler Global Recharge when you got the extra cash/merits? Overall, this has been a lot of help, now if I can only get Mids to work an a mac.


 

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If you include Screech in your attack chain you can keep the AVs stunned 1/3rd of the time, and also have higher -res numbers on the target