Build Critique Fire Blast/Kinetics
Can I ask why you want capped ranged? Kinetics does best in melee so it can benefit from all of its own buffs and powers.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Capped ranged defense is good, I got 35ish% on my own fire/kin corr without sacrificing anything. I play in melee/short range combat all the time on my fire/kin corr and the ranged defense does make a difference.
AoE defense on the other hand will not help you much. AoE defense only protects from PBAoEs(which can be avoided by staying at range and utilizing that ranged defense of yours) and splash damage from targetted AoEs (which can be avoided by not standing near the person taking aggro). If you are the target of a targetted AoE (such as fireball) it will check for ranged defense, not AoE defense.
If you are the target of a targetted AoE (such as fireball) it will check for ranged defense, not AoE defense. |
Even considering that however, I am still interested in getting high levels of Area of Effect defense since it affects nonmelee attacks.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
It is untrue that powers like fireball check anything other than aoe def. Regardless of whether you are the primary target or otherwise it checks aoe def. This is the case for all aoes such as energy torrent, footstomp, fireball, icestorm, etc.
*many of these attacks may also roll against other def types as well, such as footstomp vs smashing and icestorm vs cold and lethal. Whatever your highest def value is the one that will be used.
(though it might be kind of neat if they made multi typed attacks roll multiple times in the presence of layered defenses. ie you have a build with high aoe and high smash def and Footstomp hits through your aoe def, but then rolls a miss vs your smash and ends up missing. Would kind of add some value to a few corner case builds that have positional and typed def and make the idea of softcap or fail less important as something with 30% to positional and typed would be very good too... maybe too well).
At any rate, aoe def can usually be skimped on. It's nice, but generally not that necessary as a main focus of a build.
IME I've found kin's work very well aiming for s/l def and in the case of corrs and trollers it is usually really easy to do.
It isn't my toon, but imo you'd probably like it better (or at least find it more effective) if you dropped firebreath and picked up rain of fire and when with mace mastery instead. Lets just say that if you want to accelerate defeat times pretty much nothing compares to fulcrum + rain of fire (web envelope to keep em in it). RoF also doesn't require repositioning, which as far as I can tell firebreath is the only thing making it so you have to jostle around.
With a s/l build you could still sit at range when desired and be protected from pretty much everything too and still be safe in the event that something wonders up to you and tries to use melee. (the number of attacks with a s/l component is > pure ranged attacks).
Lastly, the build you posted is pretty affordable except you opted to include 1 of the single most expensive IO's in the game (pvp +def), which is worth upwards of 10x the cost of the rest of your build...
Here's my build that I recently built for max ranged def. I plan on tweaking it more to see if I can squeeze out any more def.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Hell Spawn Omega max Rng def: Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
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Level 1: Fire Blast
(A) Thunderstrike - Accuracy/Damage: Level 50
(5) Thunderstrike - Damage/Endurance: Level 50
(19) Thunderstrike - Damage/Recharge: Level 50
(25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(34) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(34) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 1: Transfusion
(A) Accuracy IO: Level 50
(3) Accuracy IO: Level 50
(3) Healing IO: Level 50
(9) Healing IO: Level 50
(9) Healing IO: Level 50
(19) Healing IO: Level 50
Level 2: Fire Ball
(A) Ragnarok - Accuracy/Damage/Recharge: Level 50
(5) Ragnarok - Accuracy/Recharge: Level 50
(11) Ragnarok - Damage: Level 50
(15) Ragnarok - Damage/Endurance: Level 50
(23) Ragnarok - Damage/Recharge: Level 50
Level 4: Siphon Power
(A) Recharge Reduction IO: Level 50
Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50
Level 8: Swift
(A) Flight Speed IO: Level 50
Level 10: Siphon Speed
(A) Accuracy IO: Level 50
(11) Accuracy IO: Level 50
Level 12: Hover
(A) Defense Buff IO: Level 50
(13) Defense Buff IO: Level 50
(13) Defense Buff IO: Level 50
(27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 14: Rain of Fire
(A) Positron's Blast - Damage/Endurance: Level 50
(15) Positron's Blast - Chance of Damage(Energy): Level 50
Level 16: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(17) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(29) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(29) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(21) Performance Shifter - EndMod: Level 50
(21) Performance Shifter - EndMod/Recharge: Level 50
(23) Performance Shifter - EndMod/Accuracy: Level 50
Level 22: Speed Boost
(A) Range IO: Level 50
Level 24: Fire Breath
(A) Accuracy IO: Level 50
Level 26: Blazing Bolt
(A) Executioner's Contract - Accuracy/Damage: Level 50
(27) Executioner's Contract - Damage/Endurance: Level 50
(37) Executioner's Contract - Damage/Interrupt: Level 50
(40) Executioner's Contract - Damage/Range: Level 50
(40) Executioner's Contract - Damage/Recharge: Level 50
(42) Executioner's Contract - Disorient Bonus: Level 50
Level 28: Boxing
(A) Mako's Bite - Accuracy/Damage: Level 50
(31) Mako's Bite - Damage/Endurance: Level 50
(31) Mako's Bite - Damage/Recharge: Level 50
(31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
(33) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
(34) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 30: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 32: Inferno
(A) Eradication - Damage/Recharge: Level 30
(33) Eradication - Accuracy/Damage/Recharge: Level 30
(33) Eradication - Accuracy/Recharge: Level 30
Level 35: Transference
(A) Recharge Reduction IO: Level 50
(36) Recharge Reduction IO: Level 50
(36) Accuracy IO: Level 50
(36) Accuracy IO: Level 50
(37) Endurance Modification IO: Level 50
(37) Endurance Modification IO: Level 50
Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50
(39) Accuracy IO: Level 50
(40) Accuracy IO: Level 50
Level 41: Weave
(A) Red Fortune - Defense/Endurance: Level 50
(42) Red Fortune - Defense/Recharge: Level 50
(42) Red Fortune - Endurance/Recharge: Level 50
(43) Red Fortune - Defense/Endurance/Recharge: Level 50
(43) Red Fortune - Defense: Level 50
(43) Red Fortune - Endurance: Level 50
Level 44: Scorpion Shield
(A) Red Fortune - Defense/Endurance: Level 50
(45) Red Fortune - Defense/Recharge: Level 50
(45) Red Fortune - Endurance/Recharge: Level 50
(45) Red Fortune - Defense/Endurance/Recharge: Level 50
(46) Red Fortune - Defense: Level 50
(46) Red Fortune - Endurance: Level 50
Level 47: Web Envelope
(A) Trap of the Hunter - Accuracy/Recharge: Level 50
(48) Trap of the Hunter - Endurance/Immobilize: Level 50
(48) Trap of the Hunter - Accuracy/Endurance: Level 50
(48) Trap of the Hunter - Immobilize/Accuracy: Level 50
(50) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
(50) Trap of the Hunter - Chance of Damage(Lethal): Level 50
Level 49: Inertial Reduction
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Scourge
------------
Set Bonus Totals:
9.5% DamageBuff(Smashing)
9.5% DamageBuff(Lethal)
9.5% DamageBuff(Fire)
9.5% DamageBuff(Cold)
9.5% DamageBuff(Energy)
9.5% DamageBuff(Negative)
9.5% DamageBuff(Toxic)
9.5% 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)
32.1% Defense(Ranged)
5.5% Defense(AoE)
1.8% Max End
5% Enhancement(Immobilize)
31% Enhancement(Accuracy)
20% Enhancement(RechargeTime)
14% FlySpeed
76.3 HP (7.12%) HitPoints
14% JumpHeight
14% JumpSpeed
MezResist(Held) 8.8%
MezResist(Immobilize) 7.7%
15.5% (0.26 End/sec) Recovery
5.04% Resistance(Fire)
8.17% Resistance(Cold)
14% RunSpeed
2.5% XPDebtProtection
It is untrue that powers like fireball check anything other than aoe def. Regardless of whether you are the primary target or otherwise it checks aoe def. This is the case for all aoes such as energy torrent, footstomp, fireball, icestorm, etc.
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Either way, I still consider AoE defense next to useless.
IME I've found kin's work very well aiming for s/l def and in the case of corrs and trollers it is usually really easy to do.
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It isn't my toon, but imo you'd probably like it better (or at least find it more effective) if you dropped firebreath and picked up rain of fire and when with mace mastery instead. Lets just say that if you want to accelerate defeat times pretty much nothing compares to fulcrum + rain of fire (web envelope to keep em in it). RoF also doesn't require repositioning, which as far as I can tell firebreath is the only thing making it so you have to jostle around.
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I will also be moving around due to Blaze's reduced Range.
With a s/l build you could still sit at range when desired and be protected from pretty much everything too and still be safe in the event that something wonders up to you and tries to use melee. (the number of attacks with a s/l component is > pure ranged attacks).
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Money is no object. I also abhor making transition builds. The build I shoot for is the perfect, completed build. Curse the ever changing nature of CoH!
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Sure a rikti rifle will go through s/l def as it is pure energy damage, but a rikti sword will go through ranged def.
The reason s/l def works so well with kin is because most kins play in melee range or very close to it as that is where the set is by far the strongest. If you want to play from range and are willing to constantly reposition then there is no reason a ranged def build can't do well too.
That said the build you posted is making some huge sacrifices just for better def. Like poorly slotted attacks, siphon speed, stamina, fulcrum, and transfusion. IMO and IME the main idea of a kin is to boost your aoe damage to ludicrous levels and wipe out huge spawns of enemies. To enable that you build in enough mitigation. However, you have skimped on practically every power that will lead to the main purpose of a aoe/kin all for the purpose of more survivability.
It just seem like for 1.5 billion or w/e that build is going to cost you could build a lot more powerful fire/kin.
If money is no object and you are that concerned with def then I'd personally aim for something more like this:
Click this DataLink to open the build!
Sofcap def s/l/e (to protect you against rikti gunman )
41% def ranged
Much better slotting, probably a much more powerful toon, but ymmv.
Conversly, if you adhere to a slightly different mentality of "enough" mitigation for most situations and 1 insp from softcap which allows you to build for a lot better things like more recharge (no insp grants recharge ) then you could go for something like this:
Click this DataLink to open the build!
Anyway, like I said earlier, it is your toon and as long as you enjoy it then go for w/e you feel like. I'm just throwing ideas out for you to do with them as you see fit.
Take care.
There's something else I thought of, if you plan on teaming you can use veng for capped def.
Sure a rikti rifle will go through s/l def as it is pure energy damage, but a rikti sword will go through ranged def.
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That said the build you posted is making some huge sacrifices just for better def. Like poorly slotted attacks, siphon speed, stamina, fulcrum, and transfusion.
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IMO and IME the main idea of a kin is to boost your aoe damage to ludicrous levels and wipe out huge spawns of enemies.
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If money is no object and you are that concerned with def then I'd personally aim for something more like this:
Click this DataLink to open the build! |
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(40)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(17)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Rain of Fire -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(15)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13), RechRdx-I(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21), EndMod-I(21), EndMod-I(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(25), LkGmblr-Rchg+(25)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 28: Inertial Reduction -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(37), Empty(37)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(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:
- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 11.1% Defense(Smashing)
- 11.1% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 21.8% Defense(Energy)
- 21.8% Defense(Negative)
- 3% Defense(Psionic)
- 8.94% Defense(Melee)
- 31.1% Defense(Ranged)
- 5.5% Defense(AoE)
- 5% Enhancement(Heal)
- 5% Enhancement(Immobilize)
- 27.5% Enhancement(RechargeTime)
- 47% Enhancement(Accuracy)
- 18% FlySpeed
- 108.4 HP (10.1%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.25%
- 13% (0.22 End/sec) Recovery
- 10% (0.45 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 18% RunSpeed
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Thanks for all the suggestions everyone!
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
The only issue on a fire/kin corr is that how do you keep them out of melee? A single enemy sure, but what about multiple?
That's why I personally just embrace it and say to myself: alright I'm likely going to be in melee a lot to use my kin powers, how can I make that as painless as possible?
For the new build you posted you should be fine with the lack of aoe def. Most aoes have a s/l component, or energy. Firebreath, psysceam/nado and a few others will still get through, but that's why kin has 400 hp transfusion...
You'd be hard pressed to notice 0.7% def away from soft cap without extensive use of herostats
While I won't look away from a build that will let me do both, my main objective will be to boost my teammates AoE damage so that they can wipe out the spawns. |
Anyway, your new build looks a lot better to me. Very survivable without skimping too much on power acc/rech. If/when you achieve it I'm sure you'll be very satisfied.
You're losing me. If your primary goal is to be supportive then you should have gone with ice or dark or sonic paired with kin. A fire/kin corr should be leading the team in damage. If 60% of the kills on the team aren't mine on my fire/cold, or my fire/traps, or even my fire/rad corrs then I'm not playing hard enough. Fire/kin's damage is like taking those toons and putting it on steroids.
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So instead of rerolling I am tailoring the build to my playstyle. I always assumed that would mean I would lack a tad in the damage dealing departent, however with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)
In all honesty I probably did choose the wrong Primary. While Fire Blast is extremely suited to doing damage on it's own, my playstyle just doesn't sync with that. I can join in on doing damage but my priority will be more support than damage dealing. I would have chosen Sonic Blast, however I already have a Sonic Blast/Kinetics Corrupter and I dislike playing the same sets together again.
So instead of rerolling I am tailoring the build to my playstyle. I always assumed that would mean I would lack a tad in the damage dealing departent, however with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice. |
Fulcrum Shifted Rain of Fire is just insane, especially when once you start scourging.
Hello Corrupter Forum goers! My Fire Blast/Kinetics Corrupter just recently hit 50 and I am trying to perfect his build.
My Goal: Capped Ranged Defense and Nearly Capped, if not Capped, Area of Effect Defense.
I have spent a few hours tweaking my build and ended up with this.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Och: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(25)
Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 8: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(11)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(17), RechRdx-I(33)
Level 12: Aim -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(37)
Level 16: Hurdle -- Jump-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21), EndMod-I(33)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 28: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 30: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(40), RechRdx-I(46)
Level 41: Shark Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43), Empty(43)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
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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:
Underslotted Abilities:
Transfusion -Could use more Heal.
Fire Ball -Needs more Accuracy.
Fire Breath -Needs more Accuracy.
Siphon Speed -Could use more Recharge.
Aim -Could use more Recharge.
Speed Boost -Might need more Endurance Modification.
Fulcrum Shift -Could use some more Recharge.
Anyone have some pointers about how I could meet my goal while enhancing my underslotted abilities?
P.S. The open slot in Shark Skin is the PvP +3% Defense Unique.
Favorite Hero: Computer (Empathy/Energy Blast Defender)
Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)