So I have a question about the new epic power pools for corrupters, so I thought I'd ask here and on the defender forums (they are, after all, stolen defender anc powers...mwahaha). The character copier was down last I looked, so I can't test these, and was interested in feedback!
My toon is a fire/rad corrupter. It was the first toon I took up to 50 and call it my "main". He is currently great at doing the things that both sets are good at, doing loads of damage and debuffing. He can blast, heal, rez, buff, debuff, hold...but what he is really bad at is staying alive. I tend to faceplant pretty easily, and fall easily to status effects (despite the debuffs and taking acrobatics). I am also aiming my bonuses to increase my recharge and end recovery (want more AM!). If looking at my playstyle, I play PvE, sometimes soloing, sometimes grouping, and often duo-ing with a plant/ice dominator.
There's 3 different epic pools I'm looking at, and 3 powers from each:
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Pool: Mu Mastery
Charged armor (+20.6% resist to smashing, lethal, energy)
Electric Shackles (mag 3 hold, 8 sec duration, 32 sec recharge, drains some END)
Summon Adept (Ranged pet that flies and does energy damage. Believe it has a sleep?)
Set Bonus (of note): +6% dam buff, 5% recharge, 7.5% status resist
Pool: Power Mastery
Power Build Up (+8.5% to hit, 68% damage, increases power of secondary effects like heal, holds, etc)
Temp Invulnerability (+22.5% resist to smashing, lethal)
Force of Nature (+37.5 % resist to all but psi, +100% end recovery, has a end crash at the end)
Set Bonus (of note): 15% status resist, +10% recharge +3%recovery, +15% regen +2.5% da, knockback protection.
Pool: Psychic Mastery
Dominate (mag 3 hold, 14.3 sec duration, 16 sec recharge)
Mind Over Body (+20.6% resist to smashing, letal, psionics)
World of Confusion (PBAoE toggle mag 2 confuse)
Set Bonus (of note): Set Bonus from powers (of note): 7.5% status resist, +11.25% recharge +5.5% damage
===================
Each seems to have its strengths, and any is viable.
-It looks like Mu Mastery gives me the best resist toggle (energy seems more common then psi), and the pet is cool, adds to my general damage and survivability (more targets). The hold is kinda weak, but its a hold, and helps stack with doms and trollers.
-Power seems to have the worst resist toggle (only to smash and lethal), and lacks the hold that the others have. I love the idea of Power Boost Up though...since I have holds, debuffs, heals, and lots of attacks...seems like it just makes everything happier. Having force of nature in there makes me feel this is the best defensive option for me (like a mini-version of melee god powers). Finally, Power Boost Up really only needs 3 slots, freeing up room in other spots (thus the wider range of set bonuses).
-Lastly, Psi has the best hold of the 3, a decent resist toggle (better then power, worse then mu it seems). I was REALLY excited about the idea of the confuse power (I love confuse powers), til I realized it was a PBAoE toggle, dont think it will actually confuse much.
Which to choose! Any thoughts or feedback would be loved! And I may X-post this on the defender and corrupter boards...
Lastly, my build without these 3 powers, for reference:
PreEpic: Level 50 Magic Corruptor Primary Power Set: Fire Blast Secondary Power Set: Radiation Emission Power Pool: Leaping Power Pool: Fitness Power Pool: Leadership
So I have a question about the new epic power pools for corrupters, so I thought I'd ask here and on the defender forums (they are, after all, stolen defender anc powers...mwahaha). The character copier was down last I looked, so I can't test these, and was interested in feedback!
My toon is a fire/rad corrupter. It was the first toon I took up to 50 and call it my "main". He is currently great at doing the things that both sets are good at, doing loads of damage and debuffing. He can blast, heal, rez, buff, debuff, hold...but what he is really bad at is staying alive. I tend to faceplant pretty easily, and fall easily to status effects (despite the debuffs and taking acrobatics). I am also aiming my bonuses to increase my recharge and end recovery (want more AM!). If looking at my playstyle, I play PvE, sometimes soloing, sometimes grouping, and often duo-ing with a plant/ice dominator.
There's 3 different epic pools I'm looking at, and 3 powers from each:
===============================
Pool: Mu Mastery
Charged armor (+20.6% resist to smashing, lethal, energy)
Electric Shackles (mag 3 hold, 8 sec duration, 32 sec recharge, drains some END)
Summon Adept (Ranged pet that flies and does energy damage. Believe it has a sleep?)
Set Bonus (of note): +6% dam buff, 5% recharge, 7.5% status resist
Pool: Power Mastery
Power Build Up (+8.5% to hit, 68% damage, increases power of secondary effects like heal, holds, etc)
Temp Invulnerability (+22.5% resist to smashing, lethal)
Force of Nature (+37.5 % resist to all but psi, +100% end recovery, has a end crash at the end)
Set Bonus (of note): 15% status resist, +10% recharge +3%recovery, +15% regen +2.5% da, knockback protection.
Pool: Psychic Mastery
Dominate (mag 3 hold, 14.3 sec duration, 16 sec recharge)
Mind Over Body (+20.6% resist to smashing, letal, psionics)
World of Confusion (PBAoE toggle mag 2 confuse)
Set Bonus (of note): Set Bonus from powers (of note): 7.5% status resist, +11.25% recharge +5.5% damage
===================
Each seems to have its strengths, and any is viable.
-It looks like Mu Mastery gives me the best resist toggle (energy seems more common then psi), and the pet is cool, adds to my general damage and survivability (more targets). The hold is kinda weak, but its a hold, and helps stack with doms and trollers.
-Power seems to have the worst resist toggle (only to smash and lethal), and lacks the hold that the others have. I love the idea of Power Boost Up though...since I have holds, debuffs, heals, and lots of attacks...seems like it just makes everything happier. Having force of nature in there makes me feel this is the best defensive option for me (like a mini-version of melee god powers). Finally, Power Boost Up really only needs 3 slots, freeing up room in other spots (thus the wider range of set bonuses).
-Lastly, Psi has the best hold of the 3, a decent resist toggle (better then power, worse then mu it seems). I was REALLY excited about the idea of the confuse power (I love confuse powers), til I realized it was a PBAoE toggle, dont think it will actually confuse much.
Which to choose! Any thoughts or feedback would be loved! And I may X-post this on the defender and corrupter boards...
Lastly, my build without these 3 powers, for reference:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
PreEpic: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Villain Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/EndRdx(17), Dmg-I(31), Decim-Build%(40)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), AirB'st-Acc/Dmg(3), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(31), Posi-Dam%(34)
Level 4: Accelerate Metabolism -- RechRdx-I(A), Efficacy-Acc/Rchg(5), Efficacy-EndMod/Rchg(9), P'Shift-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod(23)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(7)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Fire Breath -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(11), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx(17), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/EndRdx/Rng(46)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(37), EndRdx-I(43)
Level 24: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(25), Det'tn-Dmg/Rchg(25), AirB'st-Dmg/Rchg(29), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(37)
Level 26: Lingering Radiation -- TmpRdns-Acc/Slow(A)
Level 28: Mutation -- RechRdx-I(A)
Level 30: Acrobatics -- EndRdx-I(A), EndRdx-I(33)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 35: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Build%(36), GSFC-ToHit(36), GSFC-Rchg/EndRdx(37)
Level 38: EM Pulse -- EoCur-Acc/Hold(A), EoCur-Acc/Hold/Rchg(39), EoCur-Acc/Rchg(39), RechRdx-I(39), Hold-I(40), EoCur-EndRdx/Hold(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: Aim -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge
Level 0: Ninja Run