Dark/Rad
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1) Apocalypse is a nice set to have. If you don't wish to spend that much to get that set, consider decimation, which offers 6.25% recharge.
2) If you want to squeeze in more recharge, try 5 slotting maneuvers with red fortune for 5% recharge and adding a 6th slot with LoTG 7.5. You lose some recovery bonuses, but gain some recharge. For 6 slots, I believe that combination is the best recharge you can get of any power.
3) I see ragnarok. Posi could go here, but ragnarok is a decent set, and I don't think is quite as expensive as apocalypse, though I can be mistaken.
4) Adjusted Targetting offers 5% recharge at 5 sets. It's an option for Tactics. Though with your kismet and some decent slotting, I don't think you'll have an issue hitting if you skipped tactics completely and saved yourself some end (though it's nice for teams)
5) If you can fit another slot into dark blast, I'd seriously suggest decimation here as well.
Ok, I made the changes you suggested.
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I think I confused you on the red fortune and LOTG 7.5 combo. What you do is slot 5 red fortunes for the 5% recharge bonus from that set. Then, for the 6th slot, you can put the LOTG 7.5 in there. This slotting will put you over the defense ED cap, so it isn't efficient, but it's an option I wanted you to be aware of.
If you want to save inf, don't use LOTG, and just 5 slot with red fortune. Oh, and don't use the end/recharge one for a toggle - you don't need recharge for those toggles. You need endurance and defense (hence swap the end/rech for an end).
If you aren't going to use 6 slots in your defense toggles, here are some slotting options for you to try out to see which you like:
1) {4} LOTG 7.5 rech, def/end, def, def/end/rech
2) {2+2} LOTG 7.5 rech, def/end, GOTA 7.5 run, def/end
3) {5} Red Fortune Def, Def/End, Def/End Rech, End, Def/Rech
4) {1+5} LOTG 7.5 rech, Red Fortune Def, Def/End, Def/End/Rech, End, End/Rech
LOTG - Luck of the Gambler
GOTA - Gift of the Ancients
All offer good defense values. They just offer various set bonuses for your taste.
Couple of other comments:
-You're missing out on the 7.5% recharge bonus from the snipe set in Moon Beam (I personally dislike snipes, so it's personal taste here)
-Accelerate Metabolism is overslotted for end mod, and not enough recharge. You want that power up as much as possible (if not permanent). Yes, I see you like the 5% recharge bonus, but you could 5 slot it and mix performance shifter and efficacy adaptor, and move around powers so you could 5 slot your snipe and actually gain 2.5% recharge from it.
-It's kind of weird spending a bit on just one purple IO in EMP pulse. If you like having 4 Basilisks, try frankenslotting the other two slots with either the triples (Acc/Rech/Hold or the quad (Acc/End/Rech/Hold). You find those in these sets: Lockdown (for the quad), Ghost Widow, and Essence. If you don't want to buy all 5 purple holds, don't waste your money on one when you can get the same performance with others.
Here's my take:
-Much better recharge on accelate metabolism, saving about 10 mil.
-More affordable, skipping 2 LOTG 7.5s and the +Regen unique, using a Numina Heal IO to actually increase your regen from 197% to 209% (saved you about 300 mil doing all that)
-Removed the purple hold IO and replaced it with frankenslots (saved you ~75 mil)
-No loss in performance.
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This looks perfect. Thank you Tonality. I really appreciate your help.
Dark/Rad is my villain main and I love the toon.
That said, I'm not sure you'll ever feel like you have heavy damage.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
(I'm looking at the data chunk version)
You've obviously built for speed, but Endurance must hurt like Hell on this build. You have a lot of toggles on an already toggle-heavy AT, and I'm guessing that why you need AM up all the time.
If you mostly solo, the three endurance bears of Maneuvers, Assault and Tactics seem like an inefficient choice. You have poor overall Defense, so Maneuvers is essentially a waste of endurance. You shouldn't need Tactics given your general Accuracy slotting and the use of RI. The only debatable one in there is Assault because the extra damage always comes in handy.
I'm also not convinced that it's a very survivable build compared to other builds for that AT.
Given that you chose Scorpion Shield, picking the Fighting Pool instead of Leadership can easily bring you within reach of the S/L softcap. Although, since you fly, a Ranged softcap build would be even better (although it might remove your wonderful recharge reduction).
You've also used Health solely as an IO mule, ignoring the easy boost to your Regeneration from the power itself.
I'm not too sure why you want EMP on a solo build (I usually avoid nukes solo because there's several seconds where you're useless), but I'd highly recommend combining Choking Cloud with EMP. If you're trying to Hold a mob, using both attacks at once is a lot more effective. I'd also drop Web Envelope in favour of Web Cocoon if you want a good chance of holding an AV.
I've quickly slapped together an improved build, with 50% more regen, fully-slotted attacks, much higher Def all round, and I think you'll find Endurance worries are a thing of the past. I've dropped Assault, but with the improved attacks and less need to use RA, I'd expect the overall DPS to be better.
I've overbuilt for Recharge Reduction here, and would ideally tweak the build to lose a little of that and find some more SL Def before buying and slotting it all. That'll be even easier if you're prepared to switch out some of the suggested sets for purples (with even higher recharge reductions), but I'm not too sure of your budget.
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For soloing on a corr, I'd skip the leadership toggles as well. they're handy on a team, since corrs get the best base numbers redside for those powers. I missed the solo part, so I kept most of the powers intact for the OP.
I would recommend that if you post an improved build that you avoid ramping up the cost with LOTG 7.5's or purples.
With that said, I'll redo my improvements to the OPs build and remove the leadership pool since it's more solo-oriented. However, for soloing, I'm not sure how great a dark/rad would be compared to some sets that offer a bit more active control rather than debuffs.
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Fair enough.
I'm not too sure why you want EMP on a solo build (I usually avoid nukes solo because there's several seconds where you're useless), but I'd highly recommend combining Choking Cloud with EMP. If you're trying to Hold a mob, using both attacks at once is a lot more effective. I'd also drop Web Envelope in favour of Web Cocoon if you want a good chance of holding an AV.
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Only thing with CC is im using mostly Cones for attacks. CC wouldnt be used effectivly if im not in melee. EMP is more for the 'Oh *****' button.
As far as cost, im not concerned. Just as long as PvP IOs are not used.
I see everyones point about the Leadership not being used to its potential when solo. But to go into Fighting? Wouldnt concealment be a better choice?
The fighting pool adds survivability where concealment offers nothing really solo (other than mules for LOTG 7.5s). 5 slotting tough with 4 reactive armors and one steadfast not only gives you excellent resistance to smashing lethal, but 4.88% defense to Smashing/Lethal/Negative/Nrg. Coupled with weave, that's nearly 10% more defense on your build to make you harder to hit. The harder you are to hit, the less you will be mezzed.
I'd probably drop the last two slots out of EMP myself as well. Basilisk is enough and your global recharge is good. Solo, you'll be fine. I'm sure you can find better places to put those slots.
If you aren't concerned about cost, then you want to 4 slot defense toggles with LOTG, including the 7.5 recharge, and leave it at that. All three set bonuses are good, compared with Red Fortune, so it's a lot more efficient (and more expensive) to use.
I'd also suggest looking at Harkness' build then for a base to keep tweaking. It is more expensive, but it will perform better, especially solo. If you don't mind the cost, then definitely go that direction.
Only thing with CC is im using mostly Cones for attacks. CC wouldnt be used effectivly if im not in melee. EMP is more for the 'Oh *****' button.
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I see everyones point about the Leadership not being used to its potential when solo. But to go into Fighting? Wouldnt concealment be a better choice?
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Weave: 4.25%, .33 end/s
Maneuvers: 2.63%, .39 end/s
Combat Jumping: 2.13%, .07 end/s
Hover: 2.13%, .2 end/s
Stealth: 2.13% (when suppressed), .33 end/s
The Concealment Pool is great if you want to slot 3 LotGs 7.5%, but it's rarely more advantageous than Weave.
Stealth has a low Def value and HALF of it is suppressed in combat.
Grant Invis is pointless in solo play. Invis locks you into only affecting yourself, as does Phase Shift, and might lead you into problems when things (Rikti Drones spring to mind) can both see and hit you, and you can't hit them back until you de-toggle.
If you want to "stealth mishes", then I'd recommend using Super Speed and a Stealth IO in Sprint.
Hello everyone. Im looking to get a build for my Dark/Rad Corrupter. I still feel like a n00b when it comes to all the set bonuses and what seems like endless combinations.
Things I would be looking for in the build:
- Perma-AM
- Heavy damage
- Heavy recovery
- Must have EMP
The build would be for PvE. I mostly solo with limited team play. Any input or build advise would be great.Here is what i have so far:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dark Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Dmg/EndRdx(5)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9), Numna-Heal/EndRdx/Rchg(9)
Level 2: Gloom -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(11), Apoc-Dmg(11), Apoc-Dmg/EndRdx(13), Apoc-Dam%(13)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(17), Efficacy-EndMod/EndRdx(19)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(21), Achilles-ResDeb%(23), LdyGrey-%Dam(23)
Level 8: Tenebrous Tentacles -- SipInsght-Acc/EndRdx/Rchg(A), Cloud-Acc/EndRdx/Rchg(25), Posi-Acc/Dmg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
Level 10: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
Level 12: Night Fall -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg(29), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/Rchg(31), Ragnrk-Dmg/EndRdx(31)
Level 14: Fly -- Zephyr-Travel/EndRdx(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/EndRdx(36), TmpRdns-Rng/Slow(36), TmpRdns-Acc/Dmg/Slow(36)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(37)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), GftotA-Def/EndRdx(37), GftotA-EndRdx/Rchg(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42)
Level 35: Assault -- EndRdx-I(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43), Lock-Acc/Hold(43), UbrkCons-Hold/Rchg(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), Ksmt-Def/EndRdx(45), Ksmt-Def/EndRdx/Rchg(45), GftotA-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(46)
Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(46)
Level 47: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
Level 49: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(50), Mantic-Acc/ActRdx/Rng(50), Mantic-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge