Archery/Traps... The woes of a total nub'.


Adeon Hawkwood

 

Posted

Seeing as I've recently decided to partake in the spandex parade that is City of <insert pro/antagonist of choice> I have concluded that I must not only look the part, but also play it.
I looked about at the various ways of doing just that, and must admit that nothing quite said "Why no, Mr. Bond, I expect you to die!" like stuffing something full of pointy sticks, and subsequently blowing it up.

Enter the problem (Obviously every good story has a problem, and this one is no different).

Some people might be tempted to claim that I'm a tad new at this game. Those people would be correct in doing so.
Now, I've spent the last many days reading up on every spec of Archery and Traps lore I could scrounge up, some dating as far back as 2005 (I found, much to my dismay after having read through it all) but truth be told, I'm more confused than ever.

Now, I have no idea what sort of build I'm making... As I have no idea what sort of build I even can make. All I know is, I like pointy sticks and bombs.
I'm euro tho, playing on Freedom, so I'm guessing I'll be soloing quite a bit, tho I've been lucky with teams thus far.

The thing is, every second guide I read, contradicts the one before it. The only thing they seem to agree on, is that RoA is awesome, and will apparently warrent the coming of Jesus or something. What with it being so rad and all.
Up till that, they don't agree much.

Even the guy who's archery breakdowns I've been trying to understand, who so vigilantly claimed never to touch Snap Shot, even if it was that or have his legs smeared in honey and lain on an ant hill, has later said to do so with blasters because of some sort of exception that rendered every argument up to that point obsolete.

Now naturally this leaves me with a few questions... None of these guides include corruptors. Which is what I'm playing. They have all these big pro and con sections for everyone else, but never corruptors so I have no idea what's worth it, and what I should avoid.

Add to that, I have no idea about travel powers and such. I sort of like teleport. It's gimmicky and I enjoy that, but I was told on my Dom that I shouldn't pick it, and it was best used for people with some sort of rez...
So... What should I pick then?
And why would some things be worse than others? Is it purely PvP, or am I missing something for later on?

I mean, I'd think ninja run + TP would suffice, and just spend the rest on my two attack trees... No?
Obviously, no one does this, so I'm missing something... But I've no idea what.

So erh... Yeah... Anyone feel like helping out the new guy, and tell him what on earth it is he's doing?


 

Posted

Quote:
Originally Posted by Greaser View Post
Seeing as I've recently decided to partake in the spandex parade that is City of <insert pro/antagonist of choice>
Welcome.

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Now, I have no idea what sort of build I'm making...
That's not unusual, even for the longest-term players.

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Even the guy who's archery breakdowns I've been trying to understand, who so vigilantly claimed never to touch Snap Shot, even if it was that or have his legs smeared in honey and lain on an ant hill, has later said to do so with blasters because of some sort of exception that rendered every argument up to that point obsolete.
Blasters have a special ability that allows them to shoot while mezzed, and a superior version of Snap Shot which deals very acceptable damage. That's why it's a great power for blasters. It's very sub-par for everyone else.

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Now naturally this leaves me with a few questions... None of these guides include corruptors. Which is what I'm playing. They have all these big pro and con sections for everyone else, but never corruptors so I have no idea what's worth it, and what I should avoid.
Yeah, I need to get around to including corruptor numbers in my guides... and fixing the nightmare that the forum move made of the formatting.

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Add to that, I have no idea about travel powers and such. I sort of like teleport. It's gimmicky and I enjoy that, but I was told on my Dom that I shouldn't pick it, and it was best used for people with some sort of rez...
So... What should I pick then?
Whoever told you to skip TP unless you had a rez was a fool. If you like TP, take it and enjoy it.

Quote:
And why would some things be worse than others? Is it purely PvP, or am I missing something for later on?
Sometimes it's a PvP concern, sometimes it's because different powers perform differently for different ATs, sometimes it's just that a power is not... optimal for use during actual play. It depends on the power, mostly.

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I mean, I'd think ninja run + TP would suffice, and just spend the rest on my two attack trees... No?
That would be fine, though you'll run out of power choices at some point and have to dip into another pool. You may also find some powers less impressive than you'd hoped, or not being used very often (or in some cases, at all), or that you need/want something from another power pool more than you need/want one of your primary or secondary powers.

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Obviously, no one does this,
Sure they do. But the majority of people posting here tend to be looking for ways to improve builds, squeeze in powers they want but don't know how to acquire without giving something up, share particularly effective builds and ideas, etc. Players who chug along happily without really caring whether or not they have the "uberest" character don't spend much time chatting on the forums, and when they do drop by, they just ask a question or two, get their answers and go back to the enjoying game.

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So erh... Yeah... Anyone feel like helping out the new guy, and tell him what on earth it is he's doing?
What would you like help with? What would you like to know, and would you like to keep it simple, or should I assault you with build plans and numbers?


 

Posted

Quote:
Originally Posted by Greaser View Post
Even the guy who's archery breakdowns I've been trying to understand, who so vigilantly claimed never to touch Snap Shot, even if it was that or have his legs smeared in honey and lain on an ant hill, has later said to do so with blasters because of some sort of exception that rendered every argument up to that point obsolete.

Now naturally this leaves me with a few questions... None of these guides include corruptors. Which is what I'm playing. They have all these big pro and con sections for everyone else, but never corruptors so I have no idea what's worth it, and what I should avoid.
The damage that single target attacks do in this game is based on their recharge. Snap Shot has a 2 second recharge which gives it rather low damage making it less useful in a high level attack chain (it's reasonably useful at lower levels where the low recharge can fill in the gaps). However for some reason (presumably because they were under-performing) the Blaster version of Archery had the damage on Snap Shot increased so that it does the same damage as a power with a 3-second recharge however for some reason they didn't increase the recharge.

The reason you aren't finding corruptor archery guides is that corruptors only recently got access to Archery so no one has written guides yet. in general the Defender guides should be reasonably valid for you.

Quote:
Add to that, I have no idea about travel powers and such. I sort of like teleport. It's gimmicky and I enjoy that, but I was told on my Dom that I shouldn't pick it, and it was best used for people with some sort of rez...
So... What should I pick then?
And why would some things be worse than others? Is it purely PvP, or am I missing something for later on?
Characters who can either stealth or rez get more use out of Recall Friend but it is no means required. If you've got room in your build and want it then take it and laugh at anyone who tells you otherwise (plus carrying a few spare wakies to pass out allows you to rez people who forget).

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I mean, I'd think ninja run + TP would suffice, and just spend the rest on my two attack trees... No?
Obviously, no one does this, so I'm missing something... But I've no idea what.
Ninja Run and Teleport (I'm assuming you mean the power Teleport here and not Recall Friend) should be more than sufficient for getting around. However there are two other pools you may want to look at. The first is Fitness, the final power in that pool (Stamina) increases your recovery which means that you won't have to worry as much about running out of endurance. Stamina isn't mandatory but it does make Endurance management a lot easier so I'd strongly consider taking it. The other pool that you might consider is Leadership. The first power in it (Maneuvers) provides a defense bonus to your team. It's small but it stacks with the defense provided by Force Field Generator and with defense even a few percent matters.

Also, at level 40 you can do a patron arc which will allow you to access another set of power pools called Patron Power Pools (don't worry about who you select as your patron, you can pick whichever pool you want). For a Traps Corruptor Mace Mastery is probably a good choice since the typed defense from Scorpion Shield will stack with FFG to give you good typed defense against Smashing and Lethal and Energy (the three most common damage types). That being said unless you're a power gamer you probably won't notice that much difference no matter which PPP you pick (or even if you skip them entirely).


 

Posted

Ooh! Very handy!

Erh, well... A build I guess.

It doesn't have to be super detailed yet. I'm still trying to figure this whole "IO" and "DO" stuff out, so I'd probably not understand what I was told anyway.
But that said, I do like me my numbers when looking at stuff.
I found your damage breakdowns and such most helpfull!

What I'm wondering is, with Arch/Traps my main issue seems to be what powers to pick, when, and how many slots I should aim for...

Slotting I'll figure out as I go, but with my complete lack of funding, respec'ing and reslotting is a costly affair... So wasting 6 slots in a power I then wont need is a pain...

As is waiting 8 lvl's before picking a power I should have had all along, because I mistakenly mistook it's value...

So, yeah... Things like that I guess. What should I aim for in these sets, and are there certain powers I simply must have, asap, to make my life easier?
I guess you can include travel sets if you feel so inclined... I certainly wouldn't mind!


 

Posted

Skip Time Bomb. Time Bomb sucks.

Pretty much everything else in Traps is awesome, and you should probably take it.

Also, Leadership is good for Corruptors. They have the best numbers for it redside (save for VEATS, which I don't count because they're not available to newbies), and your teams will love you for it. Manouevres + Force Field Generator should give over 20% defence to your entire team (including yourself, of course), which makes a noticable difference.


 

Posted

Quote:
Originally Posted by Greaser View Post
Ooh! Very handy!

Erh, well... A build I guess.

It doesn't have to be super detailed yet. I'm still trying to figure this whole "IO" and "DO" stuff out, so I'd probably not understand what I was told anyway.
But that said, I do like me my numbers when looking at stuff.
I found your damage breakdowns and such most helpfull!

What I'm wondering is, with Arch/Traps my main issue seems to be what powers to pick, when, and how many slots I should aim for...

Slotting I'll figure out as I go, but with my complete lack of funding, respec'ing and reslotting is a costly affair... So wasting 6 slots in a power I then wont need is a pain...

As is waiting 8 lvl's before picking a power I should have had all along, because I mistakenly mistook it's value...

So, yeah... Things like that I guess. What should I aim for in these sets, and are there certain powers I simply must have, asap, to make my life easier?
I guess you can include travel sets if you feel so inclined... I certainly wouldn't mind!
Welcome to the game!

Honestly, I don't think you should pressure yourself too much on what the first build will be like for a few reasons. First, this is a game of alts. Unlike most other games, this is all about the journey and the combinations of powersets are numerous. Second, mistakes are relatively easily to recover from, whether it be from enhancement slotting or power picking. How so? Well, there are quests to respec as well as respec tokens you can earn as your subscription endures. Also, you can switch to a second build (although it will be a blank slate enhancment-wise). Finally, money (influence) comes realtively easily nowadays so you can repurchase certain enh's easily.

As far as slotting goes, really it comes down to decisions like...do you want to maximize damage or the frequency you can attack? Perhaps there's a focus on secondary effects. As a blaster, locking down your targets is preferable.

Travel powers? some people like super speed to zip away. Others, like myself, prefer flight and hover in order to watch battles unfold from above (and unobstructed) but it's really all about character concept.

If there's one biggie that most players pick up (except for /regen folks), it's the fitness power pool in order to get Stamina (for better endurance management).

Best of luck and enjoy. ( ' :


@Texarkana
@Thexder

 

Posted

Quote:
Originally Posted by Texarkana View Post
Travel powers? some people like super speed to zip away. Others, like myself, prefer flight and hover in order to watch battles unfold from above (and unobstructed) but it's really all about character concept.
One thing to note: several of Traps' powers (Acid Mortar, Trip Mine, Triage Beacon) require you to be on the ground to deploy them, so Hover-fighting is often counter-productive for Traps players.

I think some of them might be usable if you're hovering low (I've never played a Hover Trapper) but considering their usefulness, it's probably best to err on the side of caution and avoid Hovering/Flying in combat with your Traps characters (this isn't to say avoid Fly as a travel power if you like it, just turn the toggles off in combat.)


 

Posted

Quote:
Originally Posted by Greaser View Post
Ooh! Very handy!

Erh, well... A build I guess.

It doesn't have to be super detailed yet. I'm still trying to figure this whole "IO" and "DO" stuff out, so I'd probably not understand what I was told anyway.
But that said, I do like me my numbers when looking at stuff.
I found your damage breakdowns and such most helpfull!
I've never player a corruptor so I'm sure that someone more competent than me can give you a decent starting build. If you haven't I recommend downloading Mid's Hero Designer (linky). It's the easiest way to plan out builds in advance and tweak the number if you like that sort of thing (and you sound like you do ).

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What I'm wondering is, with Arch/Traps my main issue seems to be what powers to pick, when, and how many slots I should aim for...
Most of your attacks should get three slots ASAP and 5-6 once you hit the late 20s early 30s and have slots to spare. Traps powers generally only need 3-4 slots total since you mostly only need to slot for one or two things.

The default slotting most people use for attacks is 3 damage, 1 accuracy, 1 end reduction and 1 recharge (leaving out the recharge on the faster low level powers).

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Slotting I'll figure out as I go, but with my complete lack of funding, respec'ing and reslotting is a costly affair... So wasting 6 slots in a power I then wont need is a pain...
Don't forget that you can do a respec trial to get a repsec if you need one (you can run it three times total with the trials opening up at 24, 34 and 44)

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So, yeah... Things like that I guess. What should I aim for in these sets, and are there certain powers I simply must have, asap, to make my life easier?
I guess you can include travel sets if you feel so inclined... I certainly wouldn't mind!
In Archery Snap Shot, Ranged Shot and Stunning Shot are the least useful powers (although all three are useful if they suit your style). Aim can generally be left out until higher levels and Explosive Arrow is an endurance hog until you can slot it for end reduction. Rain of Arrows is made of awesome.

In traps Acid Mortar and Force Field generator are your bread and butter powers. Take them, use them, slot them. Force Field Generator should get three slots worth of Defense enhancement but doesn't need anything else. Acid Mortar mostly needs recharge (2-3 enhancements worth) plus an accuracy enhancement, defense debuff is useful if you can spare a slot or two but by no means required. Poison Gas Trap and Seeker Drones are both solid powers that you will want to use in most situations. Triage Beacon is ok, it's a decent enough power but the fact that it has a long recharge and is stationary limits it's usefulness. Web Grenade, Caltrops and Trip mine are all solid powers, but they are also solo powers, on a team you will rarely if ever be in a situation where they are the best power to use. Time Bomb is pretty much useless for most situations; some people like it but in general it isn't that great.


 

Posted

I looked at Mid's, but since you can just pick powers, or slot away, without having to adhere to some set order, means I found it less usefull, seeing as I have no idea if it's a valid build I'm making then.

That said, cheers for the power updates. Been wondering how to slot for a while now. Figured just slot up the key powers to 6 asap, and then add the utilities, but I see how it makes sense to "spread the love" while lvl'ing.

Quick question. TP foe. Is it worh taking?
I was thinking about TP self, friend, and foe... Foe mainly for pulling tough to kill mobs into my death pits, so I get to pick who dies first...

That and I love TP'ing things over edges. Can't help it, it's an old Warlock habbit from the wow beta, before they changed it. Killing things by dropping them off edges will never NOT be funny

You're right tho, I do like number crunching. I'm a munchkin at heart, I just haven't got the faintest as to how this system works yet.
I guess that's also why I'm asking about powers and builds.
I find you tend to stick around in games more, if you don't muck yourself up too badly on your first run.
Being euro side on US servers means I'm flying solo a lot, so lvl'ing isn't always as fast nor as glamerous as it could be... Having to redo it 7 times in 7 days cus you keep mucking up blows mightilly.
Rather have some semblance of a usefull build first time through, and then learn from ones mistakes afterwards.

Having a main, tends to make rolling alts less frustrating.

I love the humour of the game tho. Doesn't take itself as seriously as most MMO's, and it lets you play along at your own pace.

Now if only dual pistols would hit, so I can roll that already


 

Posted

Quote:
Originally Posted by Greaser View Post
I looked at Mid's, but since you can just pick powers, or slot away, without having to adhere to some set order, means I found it less usefull, seeing as I have no idea if it's a valid build I'm making then.
Actually mids will only let you place a power or slot that is legal to do, it's basically impossible to make an illegal build in mids. The only exception is that in the travel powers (Teleport, Flight, Super Speed and Super Jumping) are available in mids at level 6 with no prerequisite. In actual fact they are available at level 14 and require you to take one of the other powers in the set first (the level 6 thing is only available to people who have played the game for over 5 years).

Quote:
Quick question. TP foe. Is it worh taking?
I was thinking about TP self, friend, and foe... Foe mainly for pulling tough to kill mobs into my death pits, so I get to pick who dies first...

That and I love TP'ing things over edges. Can't help it, it's an old Warlock habbit from the wow beta, before they changed it. Killing things by dropping them off edges will never NOT be funny
My opinion is no but that's mostly because it doesn't suit my playstyle. If you like going really slow then you can get some mileage out of it but in general the game is balanced around fast combat with multiple opponents rather than pulling enemies one at a time.

Also you can't kill NPCs by falling damage. There are few places where you can drop them very far in the first place and secondly it's impossible to die to falling damage.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Also you can't kill NPCs by falling damage. There are few places where you can drop them very far in the first place and secondly it's impossible to die to falling damage.
Experience shows, you merely have to summon them twice... One hit leaves you at like 1hp... Second hit is splash!

Although, fair, they were team mates... And they didn't think it was anywhere near as funny as I did...

I spent a good 15 min climbing some silly high tower with TP and jump, no flight or anything... Then I summoned them off the edge...Man that made my day!

That aside, I get the point with mobs tho... So that's just for going slow huh?
What about the rest of the group, does it aggro?


 

Posted

Quote:
Originally Posted by Greaser View Post
Experience shows, you merely have to summon them twice... One hit leaves you at like 1hp... Second hit is splash!
My experience is the opposite, but I'll admit I haven't tested it in a while. Are you sure they didn't just get attacked by an NPC after the second time?

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Although, fair, they were team mates... And they didn't think it was anywhere near as funny as I did...
You should be aware, a lot of people consider that griefing and will file a petition if you do it to them.


 

Posted

Hehehe, nah, I'm pretty confident they could take it... The atmosphere in our team wasn't very... Prudent or serious.

That said, I guess I better get crackin with my little stick launcher, so I can ask more questions!


 

Posted

Quote:
Originally Posted by Greaser View Post
I looked at Mid's, but since you can just pick powers, or slot away, without having to adhere to some set order, means I found it less usefull, seeing as I have no idea if it's a valid build I'm making then.
At the top of Mids', next to the field where you enter the name of the character, there's a button which will say either Dynamic or Level-Up. You want it to say Level-Up. If it says Dynamic, click it and it will change to Level-Up. That will restrict your power selections and slot placement to valid choices on a level-by-level basis which accurately reflects in-game power selection and slotting.

Quote:
That said, cheers for the power updates. Been wondering how to slot for a while now. Figured just slot up the key powers to 6 asap, and then add the utilities, but I see how it makes sense to "spread the love" while lvl'ing.
Slot according to what you feel you need. If you find yourself using specific powers more than others, prioritize those for slotting. If you think a power is performing well enough, then skip it and put slots into a power which you feel needs improvement.

Quote:
Quick question. TP foe. Is it worh taking?
I was thinking about TP self, friend, and foe... Foe mainly for pulling tough to kill mobs into my death pits, so I get to pick who dies first...
That works. Be aware that you can't teleport bosses, at all, ever. It will aggro them, though.

Here's a sample build with Single Origin (SO) enhancements. This is what I'd do if I were playing this character and not using Invention Origin enhancements (IOs).

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aimed Shot -- Acc(A), Dmg(3), Dmg(5), Dmg(13), RechRdx(21), EndRdx(40)
Level 1: Web Grenade -- Acc(A)
Level 2: Fistful of Arrows -- Acc(A), Dmg(3), Dmg(5), Dmg(11), Range(19), Range(25)
Level 4: Triage Beacon -- Heal(A), Heal(7), Heal(7), RechRdx(15), RechRdx(39), RechRdx(39)
Level 6: Recall Friend -- EndRdx(A)
Level 8: Blazing Arrow -- Acc(A), Dmg(9), Dmg(9), Dmg(11), RechRdx(23), EndRdx(40)
Level 10: Swift -- Run(A)
Level 12: Acid Mortar -- Acc(A), Acc(13), RechRdx(15), RechRdx(40), RechRdx(43)
Level 14: Teleport -- Range(A), Range(19), EndRdx(45)
Level 16: Force Field Generator -- DefBuff(A), DefBuff(17), DefBuff(17)
Level 18: Health -- Heal(A), Heal(46)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(50)
Level 22: Explosive Arrow -- Acc(A), Dmg(23), Dmg(25), Dmg(27), RechRdx(29), EndRdx(31)
Level 24: Poison Trap -- RechRdx(A), RechRdx(27), EndRdx(43)
Level 26: Aim -- RechRdx(A), RechRdx(31), RechRdx(46)
Level 28: Seeker Drones -- Acc(A), Acc(29), RechRdx(31), RechRdx(34), ToHitDeb(37), ToHitDeb(39)
Level 30: Teleport Foe -- Acc(A), Acc(46)
Level 32: Rain of Arrows -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(34)
Level 35: Trip Mine -- Acc(A), Acc(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(37)
Level 38: Caltrops -- Slow(A)
Level 41: Scorpion Shield -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42), EndRdx(43)
Level 44: Web Envelope -- Acc(A), RechRdx(45), EndRdx(45)
Level 47: Summon Disruptor -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), RechRdx(50)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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Regarding enhancements, there are Training (TO), which give the least benefit (8% at the same level as your character) and are generally used (when used at all) up to level 12-15; Dual Origin (DO), which give moderate boosts (16% at the same level as your character), which tend to be used from levels 12-22 or 12-25; Single Origin (SO), which offer the best of the "regular" enhancements (33% at the same level as your character), and which many players begin slotting beginning at levels 22-25; Invention (IO), which is a crafted type of enhancement becomes available beginning at 10 (additionally, IOs do not "expire" like TOs, DOs and SOs); and special enhancements like Hamidon (HO), which boost multiple aspects of powers, or IOs from a set, which not only boost multiple aspects of powers but can also offer additional incentives via "set bonuses" (similar to WoW's tiered armors).

You can read more than you may care to know about enhancements, and practically everything else about Co*, at ParagonWiki.

Another useful website is Red Tomax's City of Data, a comprehensive collection hard numbers for nearly every power in the game.


 

Posted

This is a rudimentary build using level 30 generic IOs. This would be an extremely inexpensive build, but slightly more effective than a similar build using SOs.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aimed Shot -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(5), Dmg-I:30(13), RechRdx-I:30(21), EndRdx-I:30(40)
Level 1: Web Grenade -- Acc-I:30(A)
Level 2: Fistful of Arrows -- Acc-I:30(A), Dmg-I:30(3), Dmg-I:30(5), Dmg-I:30(11), Range-I:30(19), Range-I:30(25)
Level 4: Triage Beacon -- Heal-I:30(A), Heal-I:30(7), Heal-I:30(7), RechRdx-I:30(15), RechRdx-I:30(39), RechRdx-I:30(39)
Level 6: Recall Friend -- EndRdx-I:30(A)
Level 8: Blazing Arrow -- Acc-I:30(A), Dmg-I:30(9), Dmg-I:30(9), Dmg-I:30(11), RechRdx-I:30(23), EndRdx-I:30(40)
Level 10: Swift -- Run-I:30(A)
Level 12: Acid Mortar -- Acc-I:30(A), Acc-I:30(13), RechRdx-I:30(15), RechRdx-I:30(40), RechRdx-I:30(43)
Level 14: Teleport -- Range-I:30(A), Range-I:30(19), EndRdx-I:30(45)
Level 16: Force Field Generator -- DefBuff-I:30(A), DefBuff-I:30(17), DefBuff-I:30(17)
Level 18: Health -- Heal-I:30(A), Heal-I:30(46)
Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(50)
Level 22: Explosive Arrow -- Acc-I:30(A), Dmg-I:30(23), Dmg-I:30(25), Dmg-I:30(27), RechRdx-I:30(29), EndRdx-I:30(31)
Level 24: Poison Trap -- RechRdx-I:30(A), RechRdx-I:30(27), EndRdx-I:30(43)
Level 26: Aim -- RechRdx-I:30(A), RechRdx-I:30(31), RechRdx-I:30(46)
Level 28: Seeker Drones -- Acc-I:30(A), Acc-I:30(29), RechRdx-I:30(31), RechRdx-I:30(34), ToHitDeb-I:30(37), ToHitDeb-I:30(39)
Level 30: Teleport Foe -- Acc-I:30(A), Acc-I:30(46)
Level 32: Rain of Arrows -- Acc-I:30(A), Acc-I:30(33), Dmg-I:30(33), Dmg-I:30(33), Dmg-I:30(34), RechRdx-I:30(34)
Level 35: Trip Mine -- Acc-I:30(A), Acc-I:30(36), Dmg-I:30(36), Dmg-I:30(36), Dmg-I:30(37), EndRdx-I:30(37)
Level 38: Caltrops -- Slow-I:30(A)
Level 41: Scorpion Shield -- DefBuff-I:30(A), DefBuff-I:30(42), DefBuff-I:30(42), EndRdx-I:30(42), EndRdx-I:30(43)
Level 44: Web Envelope -- Acc-I:30(A), EndRdx-I:30(45), RechRdx-I:30(45)
Level 47: Summon Disruptor -- Acc-I:30(A), Dmg-I:30(48), Dmg-I:30(48), Dmg-I:30(48), RechRdx-I:30(50), RechRdx-I:30(50)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

And here is the same build using level 50 IOs. At this point, you're reaching a drop-off in efficiency in some powers, specifically those using three of the same enhancement type (like three Damage in Aimed Shot, or three Defense in Force Field Generator), but it doesn't require you to change the slotting or build outline in any way. This would be a "poor man's" or casual player's optimal target.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aimed Shot -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Dmg-I:50(13), RechRdx-I:50(21), EndRdx-I:50(40)
Level 1: Web Grenade -- Acc-I:50(A)
Level 2: Fistful of Arrows -- Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(5), Dmg-I:50(11), Range-I:50(19), Range-I:50(25)
Level 4: Triage Beacon -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), RechRdx-I:50(15), RechRdx-I:50(39), RechRdx-I:50(39)
Level 6: Recall Friend -- EndRdx-I:50(A)
Level 8: Blazing Arrow -- Acc-I:50(A), Dmg-I:50(9), Dmg-I:50(9), Dmg-I:50(11), RechRdx-I:50(23), EndRdx-I:50(40)
Level 10: Swift -- Run-I:50(A)
Level 12: Acid Mortar -- Acc-I:50(A), Acc-I:50(13), RechRdx-I:50(15), RechRdx-I:50(40), RechRdx-I:50(43)
Level 14: Teleport -- Range-I:50(A), Range-I:50(19), EndRdx-I:50(45)
Level 16: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(17), DefBuff-I:50(17)
Level 18: Health -- Heal-I:50(A), Heal-I:50(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(50)
Level 22: Explosive Arrow -- Acc-I:50(A), Dmg-I:50(23), Dmg-I:50(25), Dmg-I:50(27), RechRdx-I:50(29), EndRdx-I:50(31)
Level 24: Poison Trap -- RechRdx-I:50(A), RechRdx-I:50(27), EndRdx-I:50(43)
Level 26: Aim -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(46)
Level 28: Seeker Drones -- Acc-I:50(A), Acc-I:50(29), RechRdx-I:50(31), RechRdx-I:50(34), ToHitDeb-I:50(37), ToHitDeb-I:50(39)
Level 30: Teleport Foe -- Acc-I:50(A), Acc-I:50(46)
Level 32: Rain of Arrows -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), RechRdx-I:50(34)
Level 35: Trip Mine -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37), EndRdx-I:50(37)
Level 38: Caltrops -- Slow-I:50(A)
Level 41: Scorpion Shield -- DefBuff-I:50(A), DefBuff-I:50(42), DefBuff-I:50(42), EndRdx-I:50(42), EndRdx-I:50(43)
Level 44: Web Envelope -- Acc-I:50(A), EndRdx-I:50(45), RechRdx-I:50(45)
Level 47: Summon Disruptor -- Acc-I:50(A), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(48), RechRdx-I:50(50), RechRdx-I:50(50)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

And here is an example of what we refer to as a "frankenslotted" build. In this build, we mix IOs from different sets, instead of using generic IOs, to optimize key aspects of various powers, which allows us to maximize the boosts with minimal slot usage and in turn gives us a little more flexibility in slot placement. IO levels are less important, but I tend to stick to a baseline of level 30 when I'm working on a build. You will also note that we gain a few set bonuses with this build. The other primary benefit of "frankenslotting" is that you can use the cheapest IOs you can find (as drops, in the market or from purchases made with merits (rewards for doing certain tasks, such as story arcs and task forces) or tickets (rewards for playing player-created content in the Architect Entertainment buildings (ticket rolls are always random, though, you cannot purchase specific recipes outright)), so "frankenslotted" builds tend to be very inexpensive.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Traps
Power Pool: Teleportation
Power Pool: Fitness
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aimed Shot -- Ruin-Acc/Dmg:30(A), Ruin-Dmg/EndRdx:30(3), Ruin-Dmg/Rchg:30(5), Mael'Fry-Acc/Dmg:30(13), Mael'Fry-Dmg/EndRdx/Rchg:30(21)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx:30(A), Enf'dOp-Acc/Immob/Rchg:30(46)
Level 2: Fistful of Arrows -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/EndRdx:30(3), Det'tn-Dmg/Rchg:30(5), Det'tn-Dmg/Rng:30(11), Det'tn-Dmg/EndRdx/Rng:30(19), Range-I:30(25)
Level 4: Triage Beacon -- H'zdH-Heal/Rchg:30(A), Tr'ge-Heal/Rchg:30(7), H'zdH-Heal/EndRdx/Rchg:30(7), Tr'ge-Heal/EndRdx/Rchg:30(15), Dct'dW-Heal/Rchg:30(39)
Level 6: Recall Friend -- EndRdx-I:30(A)
Level 8: Blazing Arrow -- Mael'Fry-Acc/Dmg:30(A), Mael'Fry-Dmg/EndRdx/Rchg:30(9), Ruin-Acc/Dmg:30(9), Ruin-Dmg/EndRdx:30(11), Ruin-Dmg/Rchg:30(23), Ruin-Acc/EndRdx/Rchg:30(40)
Level 10: Swift -- Run-I:30(A)
Level 12: Acid Mortar -- Acc-I:30(A), Acc-I:30(13), RechRdx-I:30(15), UndDef-DefDeb/Rchg/EndRdx:30(40), UndDef-Rchg/EndRdx:30(43)
Level 14: Teleport -- Jnt-EndRdx/Rng:30(A), Jnt-EndRdx:30(19), Jnt-Rng:30(45)
Level 16: Force Field Generator -- S'dpty-Def:30(A), S'dpty-Def/EndRdx:30(17), S'dpty-Def/Rchg:30(17), S'dpty-Def/EndRdx/Rchg:30(39)
Level 18: Health -- Heal-I:30(A), Heal-I:30(46)
Level 20: Stamina -- Efficacy-EndMod:30(A), Efficacy-EndMod/Acc:30(21), EndMod-I:30(50)
Level 22: Explosive Arrow -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/EndRdx:30(23), Det'tn-Dmg/Rchg:30(25), Det'tn-Acc/Dmg/EndRdx:30(27), AirB'st-Dmg/Rchg:30(29), KinCrsh-Rechg/EndRdx:30(31)
Level 24: Poison Trap -- RechRdx-I:30(A), RechRdx-I:30(27), EndRdx-I:30(43)
Level 26: Aim -- AdjTgt-ToHit/Rchg:30(A), AdjTgt-EndRdx/Rchg:30(31), RechRdx-I:30(40)
Level 28: Seeker Drones -- Acc-I:30(A), DampS-ToHitDeb:30(29), DampS-ToHitDeb/Rchg:30(31), DampS-ToHitDeb/Rchg/EndRdx:30(34), DampS-ToHitDeb/EndRdx:30(37), DampS-Rchg:30(39)
Level 30: Teleport Foe -- Jnt-EndRdx:30(A), Jnt-EndRdx/Rng:30(46)
Level 32: Rain of Arrows -- Det'tn-Acc/Dmg:30(A), Det'tn-Dmg/Rchg:30(33), AirB'st-Dmg/Rchg:30(33), Det'tn-Acc/Dmg/EndRdx:30(33), Posi-Dmg/Rchg:30(34), RechRdx-I:30(34)
Level 35: Trip Mine -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(36), M'Strk-Dmg/Rchg:30(36), M'Strk-Acc/EndRdx:30(36), M'Strk-Acc/Dmg/EndRdx:30(37), M'Strk-Dmg/EndRdx/Rchg:30(37)
Level 38: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:30(A)
Level 41: Scorpion Shield -- Krma-Def/EndRdx:30(A), S'dpty-Def/EndRdx:30(42), RedFtn-Def/EndRdx:30(42), DefBuff-I:30(42), EndRdx-I:30(43)
Level 44: Web Envelope -- Enf'dOp-Acc/EndRdx:30(A), Enf'dOp-Acc/Immob/Rchg:30(45), Enf'dOp-EndRdx/Immob:30(45)
Level 47: Summon Disruptor -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(48), BldM'dt-Acc/Dmg/EndRdx:30(48), BldM'dt-Dmg:30(48), RechRdx-I:30(50), RechRdx-I:30(50)
Level 49: Focused Accuracy -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Quote:
Originally Posted by Eiko-chan View Post
Also, Leadership is good for Corruptors. They have the best numbers for it redside (save for VEATS, which I don't count because they're not available to newbies)
Masterminds.


 

Posted

Quote:
Originally Posted by Luminara View Post
Masterminds.
According to Mids, MM and Corruptor numbers are the same for defence (both at 2.63), with Corruptors granting a 15% vs. 11.3% damage bonus and a 10% vs. 7.5% to-hit bonus.

MM Vengeance has a slightly higher (1.2%) defence bonus, but a correspondingly lower (1.8%) to-hit and damage bonus.

Looking at the numbers, I stand by my statement.


 

Posted

Holy wall of information Batman!
Cheers mate, this is awesome information right there!
I'll get crackin' right away!