Fire/Traps - PvE Solo


AWRocketman

 

Posted

As it now has gone maybe 2-3 years since I last played a corruptor I finally decided to create one. I consider a Fire/traps, for PvE and I want it to be able to do some good deal of soloing. I found fitting slots in everything I wanted was hard, but maybe you can find some stuff I can change slotting in? I focused on defenses mostly as you can see. I wanted to pick up the patron pet, as it might come in handy to take a few alpha hits when soloing (instead of assault for example) but as I couldn't slot it properly I skipped it. Also, normally I prefer not picking up Caltrops and my experience in others using Rain of Fire isn't great either (have never played fire/x myself actually), but I thought they might work well together and together with web envelope. Opinions and suggestions please!

Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/

Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Traps
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Fire Blast Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(33)
Level 1: Web Grenade Enf'dOp-Acc/Immob:50(A)
Level 2: Fire Ball Posi-Dmg/Rchg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Acc/Dmg:50(7), Posi-Dmg/Rng:50(9), Posi-Acc/Dmg/EndRdx:50(9)
Level 4: Caltrops ImpSwft-Acc/Slow:30(A), ImpSwft-Dmg/Slow:30(11), ImpSwft-Acc/EndRdx:30(11), ImpSwft-Rng/Slow:30(13), ImpSwft-EndRdx/Rchg/Slow:30(13), ImpSwft-Dam%:30(33)
Level 6: Rain of Fire Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx/Rng:50(15), Det'tn-Acc/Dmg/EndRdx:50(15), Det'tn-Dmg/Rchg:50(17), Det'tn-Dmg/EndRdx:50(17)
Level 8: Hurdle Jump-I:50(A)
Level 10: Acid Mortar ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(19), ShldBrk-Acc/Rchg:30(19), ShldBrk-DefDeb/EndRdx/Rchg:30(21), ShldBrk-Acc/EndRdx/Rchg:30(21), ShldBrk-%Dam:30(23)
Level 12: Hasten RechRdx-I:50(A), RechRdx-I:50(23)
Level 14: Super Speed Run-I:50(A)
Level 16: Health Heal-I:50(A)
Level 18: Blaze Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(25), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Dmg/Rchg:50(27), Thundr-Acc/Dmg/EndRdx:50(27), Thundr-Dmg/EndRdx/Rchg:50(33)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(29), EndMod-I:50(29)
Level 22: Force Field Generator S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(31), S'dpty-EndRdx:40(31), S'dpty-Def/EndRdx/Rchg:40(31), S'dpty-Def:40(34), Krma-ResKB:30(34)
Level 24: Poison Trap Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(34), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(36), Lock-%Hold:50(37)
Level 26: Triage Beacon Dct'dW-Heal/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(37), Dct'dW-Heal/EndRdx:50(37), Dct'dW-Rchg:50(39), Dct'dW-Heal:50(39)
Level 28: Seeker Drones Acc-I:50(A), RechRdx-I:50(50)
Level 30: Aim RechRdx-I:50(A)
Level 32: Inferno M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(40), M'Strk-Acc/EndRdx:50(40), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(42)
Level 35: Maneuvers S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(42), S'dpty-Def/EndRdx/Rchg:40(42), S'dpty-EndRdx:40(43), S'dpty-Def/Rchg:40(43)
Level 38: Tactics GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(46)
Level 41: Web Envelope Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(46), Enf'dOp-Acc/EndRdx:50(46), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/Immob:50(48)
Level 44: Scorpion Shield EndRdx-I:50(A), DefBuff-I:50(50), DefBuff-I:50(50)
Level 47: Stealth EndRdx-I:50(A)
Level 49: Assault EndRdx-I:50(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
------------
Set Bonus Totals:
5,5% DamageBuff(Smashing)
5,5% DamageBuff(Lethal)
5,5% DamageBuff(Fire)
5,5% DamageBuff(Cold)
5,5% DamageBuff(Energy)
5,5% DamageBuff(Negative)
5,5% DamageBuff(Toxic)
5,5% DamageBuff(Psionic)
9,06% Defense(Smashing)
9,06% Defense(Lethal)
6,88% Defense(Fire)
6,88% Defense(Cold)
10,6% Defense(Energy)
10,6% Defense(Negative)
14,4% Defense(Melee)
13,8% Defense(Ranged)
13,8% Defense(AoE)
4% Enhancement(Heal)
2,5% Enhancement(Held)
40% Enhancement(Accuracy)
3% Enhancement(Immobilize)
3% Enhancement(RunSpeed)
15% Enhancement(RechargeTime)
3% Enhancement(JumpHeight)
3% Enhancement(JumpSpeed)
3% Enhancement(FlySpeed)
13% FlySpeed
36,1 HP (3,37%) HitPoints
13% JumpHeight
13% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 2,5%
MezResist(Held) 6,9%
MezResist(Immobilize) 4,7%
MezResist(Sleep) 5,8%
MezResist(Stun) 6,35%
MezResist(Terrorized) 4,7%
11,5% (0,19 End/sec) Recovery
8% (0,36 HP/sec) Regeneration
3,78% Resistance(Fire)
3,78% Resistance(Cold)
1,88% Resistance(Energy)
1,88% Resistance(Negative)
13% RunSpeed
1% XPDebtProtection






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Posted

Come on people, I know you got say in this!


 

Posted

RoF is awesome on corrs.

Personally at a quick glance i would slot seekers better so you can use them to take alphas the -dmg will help you against eb´s so slot for as much recahrge as possible. would also reslot caltrops fro damage.
If you are getting stealth that late might as well invest in a stelth io(jump or run) and plug it sprint.
Would also slot more recharge for mortar so you can double stack more often.
I would drop tactics and move the set to aim.


 

Posted

Quote:
Originally Posted by TRTerror View Post
RoF is awesome on corrs.

Personally at a quick glance i would slot seekers better so you can use them to take alphas the -dmg will help you against eb´s so slot for as much recahrge as possible. would also reslot caltrops fro damage.
If you are getting stealth that late might as well invest in a stelth io(jump or run) and plug it sprint.
Would also slot more recharge for mortar so you can double stack more often.
I would drop tactics and move the set to aim.
The reason I put slow in caltrops is because it'll keep em better in RoF as web envelope doesn't come until late. Any hints on how to fit those slots in seeker drones? and what to pick up instead of tactics?


 

Posted

The Caltrops slow plus the slow effect from RoF is enough to keep mobs inside the effect for a hefty amount of time. Additionally, I find that I don't need to have stealth with this combo. My standard opening is to:

- Drop in Seekers for the alpha. Interestingly this tends to group mobs up
- Once a few shots have gone off, I move in and drop Acid Mortar (I have a Devastation hold proc, which is key). The Mortar also helps group things as it takes a lot of aggro.
- PGT is next

At this point many things are held, either from PGT or Acid Mortar's proc.

- Now I throw in Caltops (two damage procs)
- Drop in RoF

Most things are now running or held.

- Now drop a trip mine for good measure and most things go boom. Those that aren't get finished up by Fireball and blasts.

So what is important about RoF/Caltrops is the fear effect. It means things are running instead of shooting at you. Neither can be used by themselves, however, because you can't get the slow effect high enough to keep them in the effect long enough. This means that with a decently high defense you get Trip Mine off most of the time.


Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)

Ice/Kin Guide

 

Posted

Honestly, there are some things I would change about your build.

First, you start sacrificing slots from AoE defense. Of all attacks, AoEs are going to be the ones that hurt you the least.

Second, drop assault for trip mine. That will cut your end consumption.

Seeker drones don't need accuracy, their primary benefit is taking the alpha, which they only need to exist to do. I agree with stealth for this build, it will let you get a PG trap down before anything notices you're there.

Why did you take hurdle with super speed? Take swift, drop the run speed out of SS and drop in a stealth IO.

With your build, I'd do the following. Drop a trip mine or two near a corner (spaced so one minion won't take them all out), drop seekers into the mob and follow in. Drop PG trap, it which will hold everything but the bosses in the spawn about 80% of the time with the lockdown proc and its default hold. Drop Acid mortar, then RoF and Caltrops, and blow fireball.

I would honestly drop inferno for fire breath. Inferno will be up one out of every three or four spawns at best, fire breath can be used multiple times per spawn, and with the "retreat to your mines" strategy you can use fire breath to do a ton of damage to the line of enemies headed your way. Remember, if you fire it before the trip mine knocks things back, you'll still hit enemies with the full duration. Or if things are clumped you can follow fireball with fire breath and then fire blast the boss and most everything will be pretty deady by then.

Trip mine really is amazing. My bots/traps has it five slotted, i drop PG trap then a trip mine on most spawns, and when the smoke clears everything except the bosses is dead and scattered.