Am I really that far out there


Exxar

 

Posted

I'm a very on and off player started from beta and only now just got done leveling my first villain to 50 the other day. I've chosen to follow up that character with an Archery/Dark corruptor and looked through about 30 pages of threads to find that no one has made this combo or posted it. I'd love some support or input on builds for PvE (I'm done PvPing after i6).
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/

aleksandra: Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Snap Shot 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: Twilight Grasp Acc-I(A)
Level 2: Aimed Shot Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Tar Patch RechRdx-I(A)
Level 6: Blazing Arrow Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Swift Run-I(A)
Level 10: Howling Twilight RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(17), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(19), RzDz-Acc/Stun/Rchg(21), RzDz-Immob%(21)
Level 12: Boxing T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(27)
Level 14: Flurry RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Acc/EndRdx(29), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(31), RzDz-Immob%(31)
Level 16: Kick T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(34)
Level 18: Ranged Shot Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Health Heal-I(A)
Level 22: Stamina EndMod-I(A)
Level 24: Weave LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 26: Stunning Shot Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39)
Level 28: Fearsome Stare SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(42)
Level 30: Super Speed EndRdx-I(A)
Level 32: Rain of Arrows Dmg-I(A)
Level 35: Combat Jumping LkGmblr-Rchg+(A)
Level 38: Dark Servant Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 41: Shadow Fall LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 44: Soul Drain Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 47: Soul Storm Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Power Boost RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
Level 6: Ninja Run


 

Posted

I suspect that there aren't many guides for corruptor archery to begin with. The Archery Set is a little (LOT) lite (NONEXISTANT) on powers with Damage-Over-Time components; lacks secondary debuff effects; and is pretty much all smashing / lethal damage... which is the most resisted damage type on NPC critters. So, as a corruptor set, it really doesn't mesh with the corruptor's inherent on paper.

That being said, I did an archery / fire blaster, and everybody told me that was a dumb idea... and actually, they were right.

Now, since I don't know what your play style is, giving you advice on how to build is going to be a little difficult. Since Archery doesn't mesh well with what Corruptors do to begin with, at high levels of play you'll pretty much be reliant on Tar Patch to drop enemies resistances so you can lay damage down. The good news there is that the corruptors recharge on Tar Patch is 1:30 with an effect of 45.5 seconds... so you can pretty much perma Tar Patch on just SO's.


 

Posted

This combo won't be the best of the best, but will be just fine and if you're already having fun with it, then that's what counts. I made a lot of changes to your build, but I think it will overall play much better

1. Rain of Arrows needs minimum five slots. It is a very fun power with good recharge for the amount of damage it does. Try laying down a Tar Patch before you fire it to enhance its damage even further.

2. I swapped Stunning Shot and Ranged Shot for Aim and Fistful of Arrows. FoA is a nice quick AoE which will be good for teaming and Aim is always great to use before RoA or when you really want Twilight Grasp to hit.

3. Twilight Grasp was really underslotted. It's a really good heal with -ToHit (I think?) and even some -regen for when you're fighting AVs.

4. Don't take Flurry on PvE. I swapped it out for Hasten as you can never go wrong with moar recharge on a Dark to get Tar Patch/Fearsome Stare back. (and even RoA! )

5. I gave you Tough instead of Kick. S/L res never hurts and if you're cruising along (i.e not dying) then just switch it off to save endurance.

6. Regarding your patron pool, I always like going Scorpion to softcap S/L def, which is made even easier with Dark's ToHit debuffs and Shadow Fall.

7. Your power picks with Dark were good, but they were taken at some odd levels, so I moved Shadow Fall to L30 if you're alright with using temp travel powers while you're levelling.

The build I made has S/L softcap, and 33% energy defence. Darkest Night can be taken earlier if you want to swap it with Super Speed, it really is very useful. It also has 45% recharge to help Rain of Arrows and your debuffs come back quicker.

Hope all this helps, and I haven't just put you off.

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Unknown: Level 50 Magic Corruptor
Primary Power Set: Archery
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Snap Shot -- 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: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Acc-I(31)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(29)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Swift -- Run-I(A)
Level 10: Howling Twilight -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(17), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(19), RzDz-Acc/Stun/Rchg(21)
Level 12: Boxing -- Acc-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(39)
Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(33), ResDam-I(34)
Level 18: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(36), Posi-Dam%(36), RechRdx-I(36)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(46)
Level 26: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), RechRdx-I(37), RechRdx-I(37)
Level 28: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(42)
Level 30: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), AirB'st-Acc/Dmg(33), AirB'st-Dmg/Rchg(42), RechRdx-I(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(43), SipInsght-Acc/Rchg(43), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-Acc/EndRdx/Rchg(50)
Level 41: Super Speed -- EndRdx-I(A)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 49: Darkest Night -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 17.7% Defense(Smashing)
  • 17.7% Defense(Lethal)
  • 4.88% Defense(Fire)
  • 4.88% Defense(Cold)
  • 14.3% Defense(Energy)
  • 14.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.6% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 6.75% Defense(AoE)
  • 45% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 2% Enhancement(Stun)
  • 57% Enhancement(Accuracy)
  • 2% Enhancement(Knockup)
  • 2% Enhancement(Knockback)
  • 3% Enhancement(Immobilize)
  • 20% FlySpeed
  • 76.8 HP (6.37%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Terrorized) 2.2%
  • 14.5% (0.24 End/sec) Recovery
  • 52% (2.62 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 20% RunSpeed
  • 4% XPDebtProtection


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

My apologies to the corruptor forum, and I do love corruptors, but might I recommend perhaps rolling a dark/archery defender instead? With the buffs to the defender inherent, especially while soloing, you would have a dark defender (that has for many issues been lauded as one of the safest sets in the game) that does damage that is less than but near corruptor level damage on a set like archery.

I know you have been in-game a while, but after leveling a toon to 50 on villains, you may find it fun to come back blue-side. And if you aren't thrilled with the content, including the new content, you can also take the dark/arch over to villain-side once GR goes live.

Just a suggestion, though. I know you came here looking for corr advice. It just seems like this particular combo might be really nice on Heroes with the new buffs to defenders' soloing ability.


Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin

 

Posted

Quote:
Originally Posted by The_Mighty_Goose View Post
I'm a very on and off player started from beta and only now just got done leveling my first villain to 50 the other day. I've chosen to follow up that character with an Archery/Dark corruptor and looked through about 30 pages of threads to find that no one has made this combo or posted it. I'd love some support or input on builds for PvE (I'm done PvPing after i6).
(Admission: Never played Archery beyond the teens, but I've taken /Dark up to the mid-30s several times and up to 50 on my first character.)

Archery is a fine set, but it does make for an unusual pairing with /Dark. Most archers that I've seen in the 40-50 range use flight and hover-blast because Arch is very compatible with that form of transport. /Dark can handle hover-blasting, but I've found it to work a bit more efficiently with the SS/CJ combo.

The key to Archery (judging from the discussions on here and the good players I've seen use it) is its crashless, quick-recharging nuke, RoA, supported by FoA. Max out their damage and get them up as often as you can.

Assuming you're careful and open with FS, I'd be more worried about recharge than hitting the exact softcap. Even against +2s, 40% S/L ought to be fine. (Bosses might be more challenging, but that's when you use Darkest Night.)

I'm always sad to see PG skipped, but I can see how it's hard to fit into the pairing. PG, esp when aiding by another hold (like Fluffy's, Web Cocoon or a Proc or two) can keep an AV held, and AVs will be the biggest challenge to you soloing.

Since you have no mitigation or control (beyond FS), I'd second Tux's recommendation for Mace Mastery where Scorp Shield leads you towards that SL softcap and Web Envelope gives you an AoE immob. I'd prolly want Tar Patch to have some extra slow slotted in there though, for those you miss on the immob.

I generally like Tux's build, but I'm baffled over using SF as a set mule only. It's a great power, offering Def(All) and Stealth to you, Fluffy and any nearby team-mates. I'd definitely put that to use.


 

Posted

Thanks for the input all. I've come to the realization now (after about 30 levels of solo leveling) that corruptors don't have the damage output I originally thought they did (or at least not with archery). I think I'm just going to play this character to 50 because I don't actually play a lot of my characters to 50 and I do enjoy Archery/Dark combo.

I've settled on a build that gives 30.8% softcap def for all the positions and has a fair amount of damage while not aiming to max bonus damage out. I think between tohit debuffs and def I should be able to fair well enough against most anything +1/x4 with no bosses.

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

aleksandra temp: Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
------------
Level 1: Snap Shot 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: Twilight Grasp HO:Golgi(A), HO:Golgi(9), HO:Golgi(9), HO:Lyso(46), HO:Lyso(46), HO:Lyso(50)
Level 2: Tar Patch RechRdx-I(A)
Level 4: Darkest Night ToHitDeb-I(A)
Level 6: Blazing Arrow Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 8: Swift Run-I(A)
Level 10: Howling Twilight RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(42), RzDz-Acc/EndRdx(42), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(43), RzDz-Immob%(43)
Level 12: Boxing RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(37), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(37), RzDz-Immob%(40)
Level 14: Health Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Shadow Fall HO:Cyto(A), HO:Cyto(17), HO:Cyto(17)
Level 18: Kick T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Fearsome Stare SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(27), SipInsght-Acc/EndRdx/Rchg(27), SipInsght-%ToHit(31)
Level 22: Stamina EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Weave HO:Cyto(A), HO:Cyto(25), HO:Cyto(25)
Level 26: Stunning Shot RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(34), RzDz-Acc/EndRdx(34), RzDz-Stun/Rng(34), RzDz-Acc/Stun/Rchg(36), RzDz-Immob%(36)
Level 28: Combat Jumping HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Aimed Shot Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
Level 35: Rain of Arrows Dmg-I(A)
Level 38: Dark Servant SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(40)
Level 41: Petrifying Gaze Hold-I(A)
Level 44: Soul Drain RechRdx-I(A)
Level 47: Soul Storm Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Power Boost RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Scourge
Level 6: Ninja Run



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Posted

30% to all positions is a good number but I would still have to argue that capping S/L defence or even just shooting for a tad more ranged defence would serve you better since your powers in some cases are severely underslotted. All those Hami-Os (particularly the cytoskeletons) are going to cost an awful lot.

If you really don't want to slot for S/L then I would go for softcapped ranged defence (45%) and try to avoid melee situations.

Rain of Arrows is still severely underslotted. Seriously, it will be one of your most useful powers once you get it. And once again, I would take Tough instead of Kick and throw a Steadfast Res/Def proc in there.

Quote:
corruptors don't have the damage output I originally thought they did (or at least not with archery)
Archery will have plenty of damage output when you have Aim, FoA and RoA for teams, and you can spam your single target chain of Snap Shot, Aimed Shot and Blazing Arrow.

With regards to Harkness, it's almost ED capped on defence with my slotting in Shadow Fall, but I can understand why you might want to slot some resists in it

EDIT: If you want me to have a look at making a build for pure ranged defence and some AoE Goose, just say.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

ya i'd love to see a build with 45% ranged def


 

Posted

Quote:
Originally Posted by The_Mighty_Goose View Post
ya i'd love to see a build with 45% ranged def
Ranged softcap build, 52.5% Recharge (more if you use purples). A few minor (IMO) power changes.

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

ArcheryDark Ranged: Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Snap Shot -- 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: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(46), Dct'dW-Heal/EndRdx/Rchg(46), Acc-I(50)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(33), Slow-I(33)
Level 4: Darkest Night -- EndRdx-I(A)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
Level 8: Swift -- Run-I(A)
Level 10: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-KB%(31), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
Level 12: Boxing -- RzDz-Acc/Rchg(A)
Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), S'fstPrt-ResDam/EndRdx(29), S'fstPrt-ResDam/Def+(33)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(21), Cloud-Acc/Rchg(21), Cloud-ToHitDeb/EndRdx/Rchg(27), Cloud-Acc/EndRdx/Rchg(27), Cloud-%Dam(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), P'Shift-End%(23)
Level 24: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(37)
Level 26: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(34), Posi-Dam%(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(40), AirB'st-Acc/Dmg(43), AirB'st-Dmg/Rchg(45), RechRdx-I(45)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-Acc/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(40), Cloud-%Dam(40)
Level 41: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 44: Soul Drain -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Soul Storm -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 25.2% Defense(Energy)
  • 25.2% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 31.4% Defense(Ranged)
  • 7.06% Defense(AoE)
  • 6.3% Max End
  • 2% Enhancement(Knockback)
  • 2% Enhancement(Knockup)
  • 2.5% Enhancement(Held)
  • 30% Enhancement(Accuracy)
  • 52.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 22% FlySpeed
  • 44.2 HP (4.12%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 7.2%
  • MezResist(Immobilize) 5%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 15% (0.25 End/sec) Recovery
  • 20% (0.89 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 27% RunSpeed


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Quote:
Originally Posted by _Tux__EU View Post
Ranged softcap build, 52.5% Recharge (more if you use purples). A few minor (IMO) power changes.

Level 4: Darkest Night -- EndRdx-I(A)
This the type of character building I don't understand:
Why IO for the defense softcap and ignore slotting Darkest Night when you could get the same results using less slots and more cheaply, simply by slotting one power?


 

Posted

Yeah good point Kro sorry I missed that. You can simply take a Heal IO out of health and the slow IO out of Tar Patch and then move two ToHit debuffs into DN. Your point is totally valid and more -ToHit makes it even harder for mobs to hit you.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

You don't hear a lot about arch/dark because fire/dark is pretty insane and does everything as well or better for the most part.

You don't hear a lot about arch because the set is mainly geared around rain of arrows, which for whatever reason isn't as good on corrs as it is on defenders and barely does more base damage and with new vigilance and weaker damage buffing powers actually does less damage in most cases.

There is nothing wrong with arch/dark in so far that every corr is good. Dark is very strong and arch is decent. It will work out fine. I'd like to second the vote for the defender version though, it is actually quite a bit stronger defensively and offensively (in late game)


 

Posted

Quote:
Originally Posted by Krogoth View Post
This the type of character building I don't understand:
Why IO for the defense softcap and ignore slotting Darkest Night when you could get the same results using less slots and more cheaply, simply by slotting one power?
Defense is reliable because it will always be there (barring the presence of enemy tohit buffs or defense debuffs), whereas -tohit will not. You might get attacked by mobs outside the radius of Darkest Night in which case that toggle's not doing anything, or you might get mezzed and it would drop, leaving you more vulnerable than if you'd built for defense. Then there's the fact that the effectiveness of -tohit scales with level and rank and is affected heavily by the purple patch. Of course, for the most part if you're keeping your mobs nice and tight and aren't fighting things way above your level, this isn't a big deal, but it's still something to be aware of. Doing both wouldn't hurt, though.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Krogoth View Post
This the type of character building I don't understand:
Why IO for the defense softcap and ignore slotting Darkest Night when you could get the same results using less slots and more cheaply, simply by slotting one power?
Mac covered most of this, but it's because:
  • Defense counts against foes that weren't caught by your debuffs.
  • Defense counts at its full strength against foes of all ranks and levels, whereas toHit debuffs are reduced in effectiveness against higher level and higher rank foes, and are massively reduced against things like AVs.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Then I guess it's a good thing a person, as a player, can put Darkest Night on when they want and where they want. Also, it's a good thing it only takes one or two slots to enhance it to a point where the numbers still compare to various IO defense bonuses even after the purple patch.

Sure, defense bonuses are still good and wanted but don't neglect adding -7.5% to-hit debuff at the cost of two slots for the reasons listed above.


 

Posted

Quote:
Originally Posted by Smurphy View Post
Then I guess it's a good thing a person, as a player, can put Darkest Night on when they want and where they want.
Smurphy, I've taken four Dark Miasmists to 50. I'm well aware of what one can and should do with Darkest Night. I'm also (sometimes painfully) aware of the fact that, sometimes, foes come at you from two directions at once, or spill around your anchor, or you get mezzed and your anchor toggle drops. (Defense from set bonuses don't drop when you're mezzed.)

You can't put Darkest night anywhere you want once it's already deployed. If you drop it from your current target, you have to wait for it to recharge, and even at around the 5 seconds most of my builds have it down to thanks to high global recharge, that's a long time if something is running up in your grille to smack you around.

And if you're facing an AV or a GM, you still only net about 15% of the normal effect from all your -toHit. At that point the -damage is more meaningful, but it doesn't convince said critters to miss you with mezzes or debuffs.

Dark Miasma is good. Very good. But +defense is functionally superior to -toHit. That doesn't mean that everyone should run out and try to build to the soft-cap, but it does mean that folks who do try to get real benefits out of doing so. Whether those benefits are worth the requirements needed to get there has to be measured by each player against what they want out of their character, what they are willing to do to achieve it, and what middle ground, if any, they'll accept.

Perhaps to your point, that doesn't mean people should skip or not slot the -toHit powers. Except for Shadowfall and possibly Maneuvers (if you take it), +Defense only helps you, while -toHit helps protect everyone on your team from stuff you do debuff. It's just wise to understand the benefits and limits of each type of effect. After all, if you get killed, your debuffs aren't helping anyone! (The Vengeance they get off of you ... that may be another matter. )


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I don't believe there is a build of a Dark character that could say "I don't have the spare slots to put one or two To-Hit Debuffs in Darkest Night". Feel free to prove me wrong.


 

Posted

Quote:
Originally Posted by Smurphy View Post
I don't believe there is a build of a Dark character that could say "I don't have the spare slots to put one or two To-Hit Debuffs in Darkest Night". Feel free to prove me wrong.
Did I miss that this is National Strawman day or something?

Maybe re-read my last post carefully, and see if you think I am really arguing a position that would be defended by such a proof even if I had a way to prove such a thing. ("Don't have slots to spare" is an awfully subjective thing to prove.)

A question was asked, and an answer was given. I think that answer has been state pretty succinctly. So what are you arguing, exactly?


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

IMO you should build (ideally) close enough to softcap where DN will put you over by enough to take at least one defense debuff.

You should be able to cover all your bases with DN in one direction and Fearsome Stare in the other direction if you are getting swarmed. They have matching tohit debuff values.


 

Posted

Quote:
Originally Posted by Frosticus View Post
You should be able to cover all your bases with DN in one direction and Fearsome Stare in the other direction if you are getting swarmed. They have matching tohit debuff values.
Something like 95% of the time, that's what works for me. Sometimes, though, you get situations like stuff ends up trickling in through a doorway. At some point, like 1/2 of them are in the room and shooting at you and the rest are still coming. You have to choose to mez/debuff the early folks and hope you can deal with the rest as they enter, or try to soak up the damage until more come through the door.

There's also the occasional issue that you're badly toHit debuffed or the targets have a lot of +def (Cimerorans), so FS misses a lot of targets.

On very rare occasions, I've also been swarmed from three directions. I usually try to throw HT at the third direction.

Now bear in mind. We're talking about edge cases of edge cases - unusual circumstances where I'm already doing things like using my Darkies to fend off stuff that's probably intended for a team of 8 players. I'm hardly complaining "oh noes, Dark Miasma is teh suck! It needs +Def IOs to work!" But if something like this does happen, +Def is a lot more reliable.

It should be noted that my own Dark Corrs and Defs only have about 25% ranged defense, and only about 10-15% for melee or AoE. I would like more +def, but preferred high global recharge and +damage instead.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

For the poster who left this comment.

Quote:
Maybe you should rereader the previous two posts carefully. You built a strawman argument against Smurphy (that means you didn't address what he actually said, btw) and when he pointed that out you accused HIM of doing what YOU did.
Read my first reply to Smurphy. It contains a quote. I specifically responded to that quote, which means I very much did address what he actually said. I also more generally addressed the relative value of even the strongest -toHit over an extremely broad range of situations, taking in to account things like AV and GM resistances to that type of debuff.

I then conceded that I think people should still take and slot their Dark Miasma toHit debuffs, if for no other reason that +def set bonuses only benefit the IO owner.

His response was to then ask (presumably me) to prove that there's a build out there that can't spare slots to slot Darkest Night... which does nothing to answer the points I made about not always being able to cover all foes it always being effective on all targets, and doesn't make much sense given that I agreed that people should slot the power.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by UberGuy View Post
Did I miss that this is National Strawman day or something?

Maybe re-read my last post carefully, and see if you think I am really arguing a position that would be defended by such a proof even if I had a way to prove such a thing. ("Don't have slots to spare" is an awfully subjective thing to prove.)

A question was asked, and an answer was given. I think that answer has been state pretty succinctly. So what are you arguing, exactly?
That slotting for lots of defense and putting no slots in Darkest Night is a bad thing.


 

Posted

Quote:
Originally Posted by Smurphy View Post
That slotting for lots of defense and putting no slots in Darkest Night is a bad thing.
Let's assume for a moment that the character build goal is solo play. I'm not for or against building a Dark Corruptor with that goal, I'm just proposing it as a hypothetical goal. Now let's assume you can hit the defense softcap to at least ranged attacks, preferably both ranged and AoE. At that point, no matter whether or not you have the slots to spare, there's not a major value in slotting DN for -toHit, because its -toHit won't make things miss you more often. The main benefit of the power in this situation is the -damage, which can't be slotted. If you're not worried about what you can do for allies, it makes sense to look for another home for those slots.

Is choosing to do this a bad thing? Well, it's certainly not very team friendly. For that reason alone it's not a build choice I'd make, despite my focus on soloing. Like a lot of things, it depends. That's why I spoke earlier about what people want for their characters, what it takes to get there, and what middle grounds are they willing to accept. I want my Corrs to be good at soloing and respectable at teaming, so I "only" have moderate self defenses and all my debuffs heavily slotted. Other people may want other things, and their split may work out differently.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

This is the build I have finally decided on and put into play as of today. With the exception of obliteration and and the last enhancement in impeded swiftness I am perfectly fine with soloing +2/x6 missions solo and with inspirations to supplement my defense I can handle some AE farms with no helpers.

I'd like to thank everyone for their input and help in making this character as successful and fun as it is


Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Aleksandra: Level 50 Natural Corruptor
Primary Power Set: Archery
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5)
Level 1: Twilight Grasp -- Heal-I(A)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
Level 4: Tar Patch -- ImpSwft-Acc/Slow(A), ImpSwft-Dmg/Slow(7), ImpSwft-Acc/EndRdx(11), ImpSwft-Rng/Slow(48), ImpSwft-EndRdx/Rchg/Slow(48), ImpSwft-Dam%(50)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 8: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(13), DampS-ToHitDeb/Rchg/EndRdx(13)
Level 10: Swift -- Run-I(A)
Level 12: Boxing -- Dmg-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(17)
Level 18: Kick -- Dmg-I(A)
Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-%ToHit(37)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-Acc/Rchg(23), EnManip-Stun%(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25)
Level 26: Howling Twilight -- ImpSwft-Acc/Slow(A), ImpSwft-Dmg/Slow(27), ImpSwft-Acc/EndRdx(27), ImpSwft-Rng/Slow(43), ImpSwft-EndRdx/Rchg/Slow(46), ImpSwft-Dam%(48)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34), Ragnrk-Knock%(34)
Level 35: Super Speed -- EndRdx-I(A)
Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(40)
Level 41: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 44: Soul Storm -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Dark Embrace -- S'fstPrt-ResDam/Def+(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run



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|B37C63D0636|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by The_Mighty_Goose View Post
Twilight Grasp -- Heal-I(A)
eh?? The wonderful heal that this is...and that it requires a hit to fire...and you're not slotting it at all?


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?