Claws/Ela
Addressing the stuff that doesn't need a build change first.
If you can find a few quid spare and haven't already done so, buy the latest booster pack; ninja running is good enough for 90% of vertical travel in the game.
For a duo, sonic would boost your resistances nicely, capping smashing/lethal and getting within a few percent of fire/cold, even negative energy would be well into the 70s. Then you'd have the extra mez protection, very useful on pure resistance sets against some groups; and the ally toggle based pbaoe -res aura.
Cold's shields would get you up to around 25% defence, having half the people hit you for half damage isn't as good as having all of them hit you for 1/10th though and the -res is patch based so needs casting rather than existing just because you jumped in.
Kinetics actually makes an almost decent survivability match. If you can convince your wife to reliably cast increase density on you every minute for the resistance buff to smashing... No? Ok.
Ones you didn't mention: Thermal, same resistance shield benefits as sonic but with heals rather than as frequent -res debuffs.
Dark Miasma, well you simply can't go wrong with a /dark; just don't get offended if at some points her corruptor starts tanking for your brute.
First thing inside the build; Hasten's downtime is 25.4 seconds, you forgot to take into account that during hasten's downtime, hasten isn't working. Slotting for recharge and being 16% short of ED capping the internal recharge enhancement is a bit weird; try and fit another common recharge IO here, it brings hasten's downtime down to 17 seconds.
The slotting in the armours I'm more than a little baffled by to be honest, you've chosen to slot the Impervium Armor Psi resists in your main toggles, to the detriment of their basic function, then not fully slotted the power that gives you psi resistance by default. A /Elec that doesn't have capped energy resistance is also somewhat unusual; what exactly were you aiming for with these? Might want to try swapping to 4 slotting Reactive Armors in charged conductive and tough, 3 aegis in static and the steadfast res/def in grounded. Better resistances to everything but psi and 5-7% defence across the board cutting down the damage that hits you by between 10 and 15%.
With that little downtime on energize and powersink being on a short recharge I'm doubting you really need the end/rech in stamina and the Perf. Shifter proc.
For that matter it doesn't look like you need those end reds in spin/evis, you can keep going Follow Up->Spin->Evis->Repeat indefinately without them, even without touching energize.
On the flip side strike and slash don't seem to need that much recharge even with hasten down; swapping the dam/end/rechs for dam/ends gives a very slight boost in damage output and a little reduction in end use when working against single hard targets for a long time.
Focus isn't ED capped on damage and you don't need the end/rech from the last slot, the extra acc is only useful if trying to hit +4s without using follow up. If you want to use focus against +4s before hitting melee then a cheap thunderstrike acc/dam will do fine, if not then the Perfect Zinger Psi Dam proc will average out at a little more damage, and when it goes off in normal play it can make the difference between a minion taking 2 hits or 3.
If you want sustained single target DPS you'll want to get the Achilles' Heel -Res proc into slash, running the FU->Focus->Slash->Strike chain it's got a 16.67% chance of being active on any attack (doesn't stack, so can only trigger if the last one didn't) [Edit: I think it's actually higher than this, I forgot to take into account that if it isn't checking then the -res is still in effect. Wish I hadn't lost my old spreadsheet, had this proc all worked out once.]
Oh, that Mako quad in Kick is just absurd; sorry.
Best single target I can see on the original build is:
Follow Up->Focus->Slash->Strike->Focus->Follow Up->Strike->Focus->Slash->Repeat for 170.64 DPS;
or if you want to keep things simple,
Follow Up->Focus->Slash->Strike->Repeat for 170.08 DPS. (Both assuming fury is maintained at 80%)
With those four changes to the single target attack slotting mentioned above the simple chain is up to 182.18 DPS.
Regardless, you need Mu lightning about as much as a fish needs a bicycle. Especially since it's going to be causing redraw whenever you use it. So possibly as much as a fish needs an electric bicycle.
AoE is a little difficult to work out, since your best DPA AoE has a slight habit of throwing everything to the other side of the room and whether you like to spend a moment lining evis up or not is a matter of personal preference rather than maths.
If you like to shuffle a bit to get the most from your cones you can run Follow up->Spin->Eviscerate->Repeat with little enough wasted time.
If you can't stand any gap between powers then a decent AoE "chain" might be Follow Up->Spin->Eviscerate->Ball Lightning->Follow Up->Spin->Eviscerate->(Jump back)->Shockwave, on the basis that anything left standing after that lot is probably hard enough that you want it to stop hitting you.
There is the option of swapping out Mu Lightning for Elec. Fences allowing you to root stuff before using shockwave, but that pretty much completely eliminates your active mitigation. The alternative is to keep it and use it and focus for finishing off scattered stuff without running after them.
And a datachunk with all those modifications.
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Thanks for the comments and advice. I really appreciate it.
I'll start with what will best support this toon. I like the /sonic, the question is what primary to put with it. Sonic primary would add more -res to our enemies, so that would be good. However, Sonic Dispersion and Disruption Field have a high endurance cost, so I was looking at Electrical Blast which can give a little end back on many of its attacks. In addition to that, it has Short Circuit, which seems like it might be a good match with my Lightning Field and Power Sink.
I understand now on Hasten downtime. Thanks.
I didn't really have any good reason to slot Impervium Armor, other than going for the 2.25% Max Endurance and bringing up Psi resist. The 41.1% in your build seems sufficient so I don't have a problem replacing them.
Sorry about the Mako quad in Kick. I just don't like having an empty slot. I doubt I would ever have a need to use the kick, so there's not much point in spending on it.
So, I like what you have done with my build. My question now is, if you were to move powers around or change them, what would you do? I got Voldo up to 20 last night and I was really missing KB protection. I think I will swap grounded and Lightning Reflexes to get that protection a little earlier.
It seems like I might want Follow Up a little earlier, but I'm not sure what to move back. Maybe I don't need shockwave at all, if I can run FU, Spin, and Eviscerate for AoE. Maybe I don't need Ball Lightning or Mu Lightning either. That would mean I could replace Super Speed with Combat Jumping and Super Jump and still have a power to grab. Of course, then I would lose 18.75% recharge time from the IO sets in those powers.
If I were then to add weave, and my wife took Maneuvers, that could up my defense from 6.8% to 15% or so, to go with high resistances to everything, including 40% to both toxic and psionic, when I am paired with her Elec or Sonic/Sonic cor.
Again, thanks for the feedback.
I made some changes to your build involving what I was talking about. It is a more expensive build because I threw a couple LotG recharges to replace my lost IO recharge bonuses. Can you take a crack at this build?
Thanks.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Voldo Voltanus: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Villain Profile:
Level 1: Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(13)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx(13), Achilles-ResDeb%(27)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(40)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(39)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Decim-Build%(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(45)
Level 22: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 30: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Acc/Rchg(34)
Level 32: Follow Up -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 41: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 44: Kick -- Empty(A)
Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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My Mids isn't available on this machine, so I'll going to have to post what I see:
1) Get a KB protection IO slotted somewhere. While grounded covers the majority of your needs, there are times when you'll want to jump, which for some reason, always coincides when the enemy wants to throw a KB power at you. It's annoying.
2) You don't need doctored wounds six slotted. I don't even remember the sixth bonus for that set, but i don't recall it being spectacular.
3) Powersink is overslotted.
4) Health is underslotted. For example, that 10% regen you get from the 2 LOTGs in CJ is nothing compared to what you'd get with another heal IO. I'm not necessarily recomending you do this (see point 3)
5) With your accuracy, and followup, lightning field can actually work with only 4 IO's. I never found scirrocco's negative nrg resistance set bonus that important. Hence how twin sets of Acc/Dam/End and Dam/End should be plenty for you (scirr's and multistrike)
First; I like the new defence numbers, 6 slotting oblits is going to be a little expensive, but not in comparison to the lotgs. This build just got kicked up a gear.
Only new 'problem' is the chance for build up in follow up, the 5% chance simply doesn't go off enough and while 80% damage bonus is nice, on a brute that cruises at over +300% of base it simply isn't as impressive as it could be. Every now and again you'll notice something died quicker than expected, but it'll be relatively rare and the bonus doesn't last long. On average a damage proc will be more noticable simply because it will go off 4 times as much. On the other hand if you want to stick with it for the minor resistance bonuses; well, it is your call in the end.
Short circuit/power sink drains stuff very nicely as long as it cons low enough to you, if you start running on higher difficulty levels it's going to take more than one application of one or the other to fully drain some things; while you might be able to survive that, chance are a corr won't. Elec is also a little low on damage, primarily due to short circuit needing to be slotted for drain to the detriment of damage to be effective, and not having a heavy third blast.
Sonic/ is good for -res, but a lot of it is single target, howl is the only aoe with -res, the other two being a low damage sleep and shockwave, an aoe knockback that makes claws' shockwave look tame.
Sonic resonance is quite a fire and forget set, every 4 minutes you drop shields on the team and the other 3.4-3.9 minutes you've got two toggles running and no need to even pay attention to them for the most part. Which makes it one of the few sets you can put archery with and not have to worry about redraw. Aim->Rain of Arrows->Fistfull onto the ambulatory -res patch will be rather impressive, add in that you're not going to just be standing there watching and spawns will fall rather quickly.
The endurance cost of sonic in a duo or small team is relatively easy to manage since there's only one lot of shields to cast not 7. 4 slotting those impervium armours (res/end, res/end/rech, res/rech, res) in the two click shields can help with the +end bonuses; and that slotting also cuts the recharge time down to the cast time (a little over 1.3 seconds) instead of 2 seconds, so buffing up is noticably quicker. At 41 corruptors can always pick up power sink themselves if it turns out to be necessary.
Thanks Tonality, I knew I'd forgotten something about grounded. Not only does the kb protection only work on the ground, but the AI always seems to know when you aren't and occasionally the game can have some horrendous ideas of what is ground in caves. So, especially if you're going with superjump, you'll want a -kb IO in somewhere; best option would be to drop an extra slot in one of your toggle shields early on and put the steadfast -kb there the moment you can afford it. Then you've got combat jumping covering immob and the IO covering kb so can push grounded back into the 30s or even 40s. Easiest place to pull that slot from in the long run would be shockwave, the 6th slot bonus of a few % toxic resistance isn't going to make enough difference to matter.
Yep, in energize the 6th slot bonus of a couple % toxic/psi is probably not worth the slot in its own right, but there's no way to get capped heal and recharge slotting in there with only 5 slots of doctored wounds, so you might as well stay in set for slot 6 and have it anyway.
Health is a bit underslotted, but an extra 0.9 hp/s at 50 isnt really worth moving a slot from something like powersink for. If you have the spare inf, merits or get really lucky somewhere; moving a slot from stamina into health and slotting it with the numina unique and heal would boost the regen by 2.8hp/s while also increasing the recovery marginally.
My suggestion on lightning field would be to change the 4th scirocco from acc/rech to dam/rech and the multistrike from acc/dam/end to acc/end, keeps you with enough accuracy to not need follow up that much, increases the damage and reduces the end cost a little; all without losing that fifth 9% accuracy bonus.
While picking up boxing/kick as a dead power is going to hurt, having tough earlier makes quite a difference to how you cope with the common smash/lethal damage. If you've been around long enough to have a vet-respec or can get on a respec trial after level 24 it might feel better to take useful powers at each level, then retrospectively lose one to put boxing in after you're not going to miss it taking up space.
As you're levelling you might want to look at picking up a few accolades, a lot of people don't seem to bother with them yet a bonus 20% health can make a lot of difference. Then you've got Demonic which (imo) is the best panic button in the game. The best place to look for how to get those is (as usual) on the wiki.
[edit : link was a little off + realised just how little difference a 5% chance of +80% damage makes to a brute]
Once again, thanks for all the feedback.
I talked to my wife about the support cor powers. She doesn't like sonic attacks because of the sound effect. I settled on Electrical blast for 2 reasons.
1) It is thematically appropriate for Voltress Voltanus, wife of Voldo Voltanus.
2) Short Circuit, combined with her Power Sink, my Power Sink, my lightning field, and her Tesla Cage plus Electric Shackles, should be able to lower endurance on pretty much anything. Her power sink will drain 67.1%, mine will drain 76.7%, and her short circuit will drain 67.1%, plus reduce recovery by 191.8%. My lightning field is draining 4.27% every 2 seconds, and her Tesla Cage reduces recovery by 153% and drains 10.7%. Her electric shackles reduces recovery by 126.5% and drains 8.86%.
Can even an AV stand up to that?
I also changed my slotting around. With Combat Jumping and -KB in Super Jump, I delayed grounded to 47. I moved up kick and tough, which pushed back eviscerate. I moved Follow Up in front of my AoE powers. This finishes my single target attack chain at 30, and gives me spin for AoE. Then I start adding my AoEs in Lightning Field, Power Sink, Eviscerate, and Shockwave. I delayed Hasten to 44. Maybe that's bad, but I know that one of my weaknesses as a player is that I tend not to use Hasten because I know it's not even close to perma. If I'm not going to be using it, I'll just hold off on it. I save weave to the end because I will be using my resistence for survival and the defense is just icing.
I changed Lightning Field slotting to reflect my planned sapper attacks with the corrupter. I don't think I need the extra 9% acc from scirocco, so I focused on damage and endurance, plus the endurance mod.
I'm left with 1 slot I'm not sure what to do with. I could put it back in Focus for the damage proc. Right now, with hasten running power sink is up every 17.9 seconds. If I 3 slot it instead, that would move back to 20.3 seconds, doing the same amount of endurance drain. Is that slot worth it? If I take it away, I could have 2 slots and put them in super jump for the rest of the zepher set. Or I could throw them in Combat Jumping for more LotG, or maybe a Kismet +6% acc and another slot in health for miracle +15% recovery.
At this point, the build is probably more expensive than I can afford, but I guess there are ways to make that kind of infamy.
I'll add the support corrupter build, although I'm even more lost on the slotting for that one.
I am enjoying this process of refining the build. Thanks again for the assistance.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Voldo Voltanus: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Strike -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(13)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx(13), Achilles-ResDeb%(27)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(40)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
Level 8: Hurdle -- Jump-I(A)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(39)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Health -- Heal-I(A), Numna-Regen/Rcvry+(36), RgnTis-Regen+(37), Heal-I(45)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Kick -- Empty(A)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40)
Level 28: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 30: Follow Up -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 32: Lightning Field -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(33), EndMod-I(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod(36), Empty(48)
Level 38: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 41: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
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http://www.cohplanner.com/
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Voltress Voltanus: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Sonic Resonance
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Sonic Siphon -- Acc-I(A), EndRdx-I(36), RechRdx-I(36)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), RechRdx-I(39)
Level 6: Sonic Barrier -- ImpArm-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(15), Aegis-ResDam/EndRdx(15)
Level 8: Sonic Haven -- ImpArm-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(17), Aegis-ResDam/EndRdx(17)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/EndRdx(46)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Tesla Cage -- Lock-Acc/EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(19), EoCur-Acc/Hold/Rchg(19), Efficacy-EndMod/EndRdx(23), Efficacy-EndMod/Rchg(25), Lock-Acc/Hold(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(23)
Level 22: Sonic Dispersion -- ImpArm-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(34), Aegis-ResDam/EndRdx(36)
Level 24: Disruption Field -- EndRdx-I(A), EndRdx-I(34)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-Dmg/EndRdx(27), ExRmnt-EndRdx/Dmg/Rchg(33), EndMod-I(34)
Level 28: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Acc/ActRdx/Rng(29), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(33)
Level 30: Short Circuit -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31)
Level 32: Thunderous Blast -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Det'tn-Dmg/Rchg(39), Det'tn-Acc/Dmg/EndRdx(39)
Level 35: Clarity -- EndRdx-I(A)
Level 38: Liquefy -- SipInsght-Acc/ToHitDeb(A), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-ToHitDeb(40), AnWeak-Acc/DefDeb(40), AnWeak-DefDeb/EndRdx/Rchg(43), Lock-Acc/Rchg(43)
Level 41: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(42), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42)
Level 44: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Electric Shackles -- G'Wdw-Acc/Hold/Rchg(A), Lock-Acc/Hold(48), EoCur-Acc/Hold/Rchg(48), P'Shift-EndMod/Rchg(48)
Level 49: Summon Adept -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-Acc/Dmg(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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... I know that one of my weaknesses as a player is that I tend not to use Hasten because I know it's not even close to perma.
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I changed Lightning Field slotting to reflect my planned sapper attacks with the corrupter...//... I'm left with 1 slot I'm not sure what to do with.
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Right now, with hasten running power sink is up every 17.9 seconds. If I 3 slot it instead, that would move back to 20.3 seconds, doing the same amount of endurance drain. Is that slot worth it?
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If you're going to put the numi unique in health, swapping one of those heal IOs for the numi straight heal will get a bonus 12% regen for no cost other than yet more inf.
At this point, the build is probably more expensive than I can afford, but I guess there are ways to make that kind of infamy. |
I'll have a look at the corruptor build properly a bit later, first impressions though are that some of the frankenslotting has kind of strange results; not capping the shields is an unusual choice to start with; and six slotting two powers on nuke recharges then not having any damage at all in short circuit that you're planning on using every spawn seems a bit off balance.
I posted earlier with some questions on this build and I got some good advice. I've taken some time to think about it and I have a new build to be analyzed. I think I will be able to afford most of the IO's by the time I hit 50, I didn't really go for anything super-expensive, I think, which is good, because my bank account is not high.
I think this build allows be a good single target attack chain with FU-Focus-Slash-Strike-Mu Lightning (if needed), and a good AoE attack chain with Spin-Eviscerate-Shockwave-Ball Lightning.
Hasten down-time is 20 seconds, energize downtime is 5 seconds, power sink is up every 18 seconds.
My questions are:
What are the optimal single target and aoe attack chains with this build?
Can the slotting be adjusted to be more effective at comparable (or lower) cost?
I'm really going to miss a vertical travel power, raptor pack notwithstanding. Is there a way to grab Super Jump that won't hurt the build too bad? I wouldn't mind losing Super Speed, but don't know what else to drop.
Are the Mu Mastery attacks worth it, or would I have it all covered in the Claws attacks? They are nice for the 12.5% recharge times I would get from the sets, don't know how I would replace that.
Any other general advice for the build?
My wife duos with me sometimes and plays cor's sometimes. What cor power combo would benefit this build the most? Ice shields to add some defense? Sonic shields to increase the resistance? Kin for speed boost?
Thanks for your advice.
PS This is for PvE content only. I sometimes solo, sometimes duo, sometimes team. I don't do AE missions very much/at all. I like to run SF's. I like to be able to fight AV's and heroes. I do newspaper missions and contact missions. Casual player (10 hours a week at most). I have 500 mil infamy on my wealthiest toon. Not much else to speak of otherwise. Voldo is currently lvl 17.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Voldo Voltanus: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7)
Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResPsi(3), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(48)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResPsi(9), ImpArm-ResDam/EndRdx(27)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), EndRdx-I(27)
Level 8: Hurdle -- Jump-I(A)
Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(39)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Ruin-Acc/EndRdx/Rchg(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 22: Lightning Reflexes -- Run-I(A)
Level 24: Grounded -- ImpArm-ResPsi(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), EndRdx-I(40)
Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 30: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Acc/Rchg(34)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Follow Up -- Mako-Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Kick -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 49: Tough -- ImpArm-ResDam(A), ImpArm-ResPsi(50), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury