Project PSYRETH - A Fire/Kin Corruptor Guide


Jericho

 

Posted

Noticing a distinct lack of Fire/Kin information, I decided to try and come up with a little based on my experiences playing a Fire/Kin. Of course, it goes without saying, everyone and their dog/grandma/brother/sister/father/daughter/imaginary friend/second-third-fourth-fifth-sixth personality/and so on will have some sort of advice on optimal builds, play styles, and so forth. So, let's get a couple of things out of the way right now:

1 - I am not proclaiming this to be the end all be all of guides. This is really just a collection of ideas and thoughts based on my experiences, with a build or two or three. If anyone disagrees with information I have presented, or something could be presented a little better/differently, then let me know. I am not perfect and am not above correction.

2 - Don't expect a whole ton of number crunching. I'll leave that to others with the mind/time/lack of life for it...alright, that was a bit mean to the number crunchers. Seriously, I love the number crunchers, and my little pea brain doesn't want to even wrap itself around the formulaes et al that they seem salivate over and thrive and strive with. I know what I know, and I know what works for me. So, that is what you will get here.

3 - I am not breaking down all of the powers and what they do. There is plenty of intel on that front to be had, and I don't want to play the part of the broken record...come on? Records? Those big black things we used before cds? Man, I'm old...regardless, I will give a little blurb on certain powers and my view on them. Biased? Well, yes...but that's what you get for reading this. So just deal with it. If you want the detailed intel on powers and what they do, there is plenty of information out there to be had (like in Mids).

4 - "Holy ZOMGWTHWTSWTF, why are the builds so expensive???"
Well little Bucky, I'll tell you: With the current state of affairs in CoX, it really is not all that difficult to achieve that dream build by the time you reach 50, if you play your cards right. With merits, a-merits, the auction house, crafting, AE, so forth and so on, there really are a ton of options and ways to gain what you need. I have three builds here: The expensive build, the more expensive build and the super expensive build. As for me, I am just slightly shy of the more expensive build (missing the GA 3%) and working towards the super expensive build, and would be up to the super expensive build had I planned better early on, but you know what they say about hindsight. Learn from my mistakes young padawan.

5 - "Can I wtfpwn GMs and AVs/etc with this stuff?"
To be honest, my build is up to level 47 as of writing this, but there won't be much of a difference in the playstyle/tactics I am going to discuss, hence me writing this, but, the point being in a run on sentence kind of way, is that I have not tried to solo a GM or AV with this. When I hit 50 and try it, I'll come back and let you know. The builds are at or are close to soft capped S/L, have self healing, debuffing, and good dps...so in theory it should be possible. We'll see.

6 - "What about alpha slots???"
I have been out of the game for awhile, and came back when an SG member sneakily convinced me to come up with a build for them, resparking my interest in the game. Since coming back, I have not taken any of my 50s through the content to get alpha slots, focusing on PSYRETH here, and another corruptor project. When I get there, I'll update my little blurb here.

7 - "No, seriously, what about alpha slots?"
Alright, just stop it. You are embarrassing yourself. Seriously though, if anyone has any thoughts on alpha slots and this build, I'd be interested to hear them.

8 - "No travel power? Are you friggin crazy?"
No, I am not walking everywhere. For me, I get around thanks to Ninja Run, a jump pack, the Ouro portals, occasional jet pack, base teleporters, and sometimes siphon speed. You can even craft a jet pack as a temporary travel power nowadays...if you really have to have a travel power and don't like any of these options, then I'd recommend losing Assault from the below builds if you are using them as templates. The extra damage is nice, but not necessary.

9 - "What does PSYRETH stand for?"
Well, I am glad you asked: Project PSYRETH aka the PSYchokinetic REactive THermal enhancement project. Basically, a part of the little in character story for my toon Psyreth. I won't get into the nitty gritty here, but I thought I would at least give you somewhat of an idea as to what PSYRETH is all about.

Now, let's get into the main portion of the discussion here...


 

Posted

"THE POWERS"

Like I said, not a detailed discussion, but a few words on the powers...

Fire Blast Powers:

Flares -
Took it back in the early levels for my attack chain. The best thing about this power is the fast recharge. Personally, I'd possibly recommend it for the early levels, and respec out of it when you can get a decent attack chain together without it.


Fire Blast -
Decent recharge and good damage. Currently part of my single target attack chain. Highly recommended.


Fire Ball -
This is you first AOE attack, and subsequently, not a bad filler in a single target attack chain in later levels. Take it, slot it, love it.


Rain of Fire -
Ah, oh how I love thee RoF. Solo, this power is invaluable, and can be good in groups if used properly. I say "can be good in groups", because of the avoid component. If you have a nice, tight, controlled group of mobs, the team may not be happy if you send them running to Hades and back with this power. Again, take it, slot it, love it. Use it wisely.


Fire Breath -
Some people love it: It does great damage and has a pretty decent range. Some people hate it: The cone is pretty narrow, and the cast time is 2.67 seconds. While I don't use it as part of my normal attack chain, I do use it in the right sitaution when the stars are aligned, the moon is in the right position, and the mobs are lined up in a nice, neat little row, just waiting to be hit by this cone. Take it, slot it, and maybe not love it, but at least like it, or talk to it nicely on occasion.


Aim -
I love this power. +To Hit and Damage? Yes please. If I could, I'd put it on my Wheaties. Take it, slot it, love it.


Blaze -
Short range, but packs a punch. This will most definitely be the shining jewel of your single target attack chain. Take it, slot it, love it, buy it dinner, and whisper sweet nothings to it.


Blazing Bolt -
Long range, packs a punch, with a 4.67 cast time...yeah, I skipped it. I know some people swear by snipe attacks, and love them, and they can make a good opening attack, but that is about all it is good for. It doesn't fit neatly into any attack chain, is a pain to get off in active combat, and I just feel there are better power choices as opposed to this one, especially with my personal playstyle. Skip it like it was an Algebra class.


Inferno -
What to say about Inferno? As far as nukes go, it is pretty darn potent. The negatives can outweigh the positives if used improperly. The endurance crash will drop any toggles (so kiss your defenses bye bye), and you won't regenerate any endurance for a good clip. So, if you haven't wiped the floor with everything in one shot of this, you can be in for a bit of trouble. Now, a lot of people state, "Well, just pop a blue or hit transference." Which is a good idea, in theory, but depending on what is left standing, is not always going to save you, since you still have no defenses up and running, and have to make some quick choices between attacking, reapplying your defenses or a combo of both while trying to avoid coming down with a serious case of dead. So, take it, slot it, love it...just be careful about using it, and please for the love of Pete and everything...don't use this as your opening attack. You have been warned.



Kinetics Powers:

Transfusion -
Reduce your target's regen and endurance, and heal yourself and some friends standing close by. Slot it up!


Siphon Power -
This power will see a lot of use in the early levels, not so much in the later levels. In later levels, this power is eclipsed by the almighty Fulcrum Shift, but still worth keeping for debuffing, and it does stack with FS (not really always needed, but nice to know just in case). Early on, throw a few slots in it, in later levels, use those slots elsewhere.


Repel -
This is a love/hate kind of power...with emphasis on the hate for many folks. It can be useful in certain situations, but it is an endurance hog, and does not work well when trying to get the maximum benefit out of Fulcrum Shift. Skip it.


Siphon Speed -
Yes, yes and yes. If you don't take this for some reason, then go get your head checked. Seriously, something is wrong with you.


Increase Density -
Good for teams, no real benefit to you, except you can say "I have Increase Density, pick me for your team!" Although...I have never, ever, ever, ever (did I say ever?) seen Increase Density being a deciding factor as to whether or not a kinetics player was invited to a team. I skipped it for other power choices, do with it what you will.


Speed Boost -
Now, unlike Increase Density, this power could be a deciding factor for some groups. The power itself has no real benefit to you, but teams (unless they are mental) will love you for this. One recommendation I might make here, is when buffing teams, make life easy on yourself. Start at the top of your team window, and buff everyone in order from top to bottom. When person number one states that SB is about to drop, rebuff everyone in the same order. Keeps it simple. As well, check with the group before throwing this buff out, and make sure that everyone wants it...like I said, some people are honestly mental, and will curse you, your family, your first born, you first borns first born and so on. Don't ask me why. If that is the case, take a group vote, and let the group know, either everyone gets it, or no one does. It keeps things simpler for you in the long run, and that is one less thing you have to keep track of with the buffs/debuffs and blasting. No need to have to worry about keeping a list of who wants the buff and who doesn't. Just my two cents. One recharge in this power, and you are beyond good to go.


Inertial Reduction -
Personally, I really like this power. I really wish I could fit it in to my build, but with the travel options I have, and the build as it is, I can't really see losing other more useful abilities for this one.


Transference -
If there were two abilities in this set that you would leave your wife or significant other for, this would be one of them (just kidding...maybe...wait, is my wife reading this?). Slotted right, you can drain a foes endurance to nearly nothing in one hit, and refill your endurance bar at the same time. Six slot this bad boy if you can. Well worth it.


Fulcrum Shift -
The other ability you would consider leaving your wife or significant other for...seriously, my wife isn't reading this, is she? Weird fetish-like power love aside, take this power, put three recharges in it, and with tactics running, you should have no problem debuffing the bad guys, buffing your teams damage to the stars, and becoming the mvp of your group.



Pool Powers...well, the ones I took at any rate:

Combat Jumping -
Good for defense, combat movement, and immobilization resistance. When slotted right, you can gain +recharge, +regen and +recovery with some smart frankenslotting.


Boxing -
Good as a mule power in this instance. The Kinetic Combat slotting grants you a whopping 3.75% to S/L defense. So, while it is still a stepping stone to other powers, it has more of a purpose here other than an unslotted power just taking up space.


Tough -
You get a little bit of resistance, but my main focus for this power is Steadfast Protection 3% defense, and the all elusive, Gladiator's Armor 3% defense...6% defense is nothing to sneeze at, and the little bit of resistance gained from the power itself doesn't hurt if you choose to run it.


Weave -
More defense, immobilization resistance, and much like Combat Jumping, with frankenslotting, offers some great bonuses.


Hasten -
Recharge, recharge, and more recharge. Combine this with Siphon Speed for some killer recharge rates.


Maneuvers -
Personal defense, team defense, and of course the all important frankenslotting bonuses.


Assault -
Personal damage and team damage. Good stuff, really. Yeah, it adds a little to the endurance drain, but remember: You have Transference. So stop complaining.


Tactics -
Gain in To Hit, confuse and fear resistance and gain some truly fantastic bonuses from a six slotted Gaussian's.


Vengeance -
It's a good and often overlooked buff from the Leadership pool, but is only usable when a teammate falls. You can also fit a Luck of the Gambler global recharge in there, so, bonus.


Ancillary/Epic Pool Powers:

Web Envelope -
From the Mace Mastery Epic pool, this nifty little power is basically an AOE web grenade. Great for holding groups of mobs in place while you debuff/buff and blast away. You can also bring down those pesky flying types, and there is a -recharge component to boot.


Scorpion Shield -
Another gem from the Mace Mastery Epic pool, this power gives you a hefty chunk of S/L and Energy defense (also some toxic resist), and can be frankenslotted much like some of the above defense powers for a nifty bonus.


 

Posted

"TACTICS/PLAYSTYLE"

How exactly should one play a Corruptor? You aren't a blaster and you aren't a defender. You are kind of in the middle ground somewhere. As a corruptor, you are a wonderful mix of buffs/debuffs/damage. Playing the Kinetics secondary will probably get you as close to that blaster feel as you can get on a corruptor, because barring a few exceptions (Speed Boost and Increase Density...I am looking at you), your buffs affect yourself as well as your allies.

Now, for probably one of the best breakdowns on playing the Kinetics secondary, I highly recommend a guide by Silas:

http://boards.cityofheroes.com/showthread.php?t=196722

It is chock full of good and tasty information on Kinetics and how to use those powers to maximum effect. But, I won't entirely pawn this section off on another. Honestly, I have deliberated quite a bit on what to say here, and have written and rewritten this section quite a few times. Because of the sheer number of tools in your toolkit, and factors around playing solo or in a group, group makeup/tactics, and even the types of foes you are facing...it is pretty darn difficult to pin down a set of tactics.

In groups, let the tank/brute or basically the ”look at me and not them and hit just me guy” go first, get their attention and draw some aggro. You go in with the rest, Fulcrum Shift, and alternate between debuffing/buffing and attacks. If you have a big bad AV/EB/Boss type, debuff, debuff, debuff, and try not to draw too much attention to yourself. Hit FS every time it is up, and make the most of those wonderful debuffs/buffs and damage abilities. You will be doing a lot, so use your tools wisely.

The builds I am presenting are meant to be in the middle of the chaos, right along with the tanks, scrappers, brutes, and everyone else built for it. You won't be hovering on the edges of the battle, avoiding what you can avoid, and aiding with buffs/debuffs from afar. You will be right there in the midst of it.

A big note for grouping...Rain of Fire...I love this power, but it can cause some chaos when trying to control a group of mobs. Unless the foes have been immobilized/held in some manner, or the group is just steamrolling fast enough that it really doesn't matter, I would caution you to use this power sparingly. It makes a good scatter power if the group is getting overwhelmed, and is awesome in the right situations. Use it wisely.

As for some solo stuff...first off, learn your weaknesses, and when going into a mission, prepare accordingly with the right inspirations, and if you are going up against an enemy type that normally gives you problems, adjust your mission difficulty settings accordingly. The builds I present will excel against S/L attacks, and can mitigate damage through healing, debuffing, and plain old superior firepower.

When fighting groups, I hasten and then jump right in the middle, and try to gather them around me and run this as a starter combo:

Web Envelope>Fulcrum Shift>Aim>Rain of Fire>Fireball

After the Fireball, it becomes really situational, depending on whether I have taken some hits, or if something is left standing, I might hit Transfusion and get some health or hit Transference and refill my endurance, maybe hit Siphon Power or Fulcrum Shift if it is up and do some Single Target attacks, hitting Fireball when it is up again, or if the group I am fighting is extremely resilient, a wash, rinse, and repeat scenario, or even hitting Inferno if the situation is dire enough. Again, everything is very situational, with no real clear cut answer. I can tell you that my opening combo seems to be fairly potent, and works wonders for me.

If a mediocre player such as myself can make this work, I would think a more skilled player could really do some damage with this...


 

Posted

"THE BUILDS"

So, we have the expensive, the more expensive, and the super expensive. All builds have a good balance of defense, recharge, regen and recovery, some more than than others in various areas, but all should be exceedingly playable, and all are fairly similar.

The Expensive Build:


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Psyreth: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Def(7), GftotA-Def/EndRdx(9)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 10: Siphon Speed -- RechRdx-I(A), RechRdx-I(43)
Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(29)
Level 14: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), RechRdx-I(15)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), GftotA-Def(21), GftotA-Def/EndRdx(23)
Level 22: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Speed Boost -- RechRdx-I(A)
Level 28: Maneuvers -- GftotA-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def(31), GftotA-Def/EndRdx(33)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(50)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 12.06% Defense(Smashing)
  • 12.06% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.75% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 4.5% Max End
  • 6% Enhancement(Heal)
  • 36% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 82.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 92.36 HP (8.624%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 8.25%
  • MezResist(Stun) 2.2%
  • 19.5% (0.326 End/sec) Recovery
  • 62% (2.772 HP/sec) Regeneration
  • 4.725% Resistance(Fire)
  • 4.725% Resistance(Cold)
  • 1.875% Resistance(Negative)
  • 10% RunSpeed
------------
Set Bonuses:
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 12.05 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Transfusion)
  • 12% (0.537 HP/sec) Regeneration
  • 20.08 HP (1.875%) HitPoints
  • 6% Enhancement(Heal)
Positron's Blast
(Fire Ball)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Combat Jumping)
  • 2% (0.033 End/sec) Recovery
Positron's Blast
(Rain of Fire)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 16.06 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Steadfast Protection
(Tough)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Luck of the Gambler
(Weave)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Weave)
  • 2% (0.033 End/sec) Recovery
Decimation
(Blaze)
  • MezResist(Immobilize) 2.75%
  • 12.05 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Gift of the Ancients
(Maneuvers)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Maneuvers)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Inferno)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Transference)
  • 12.05 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.447 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Enfeebled Operation
(Web Envelope)
  • 3% Enhancement(Immobilize)
  • 1.875% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Scorpion Shield)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


The More Expensive Build:


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Psyreth: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Def(7), GftotA-Def/EndRdx(9)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 10: Siphon Speed -- RechRdx-I(A), RechRdx-I(43)
Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(29)
Level 14: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), RechRdx-I(15)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), GftotA-Def(21), GftotA-Def/EndRdx(23)
Level 22: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Speed Boost -- RechRdx-I(A)
Level 28: Maneuvers -- GftotA-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def(31), GftotA-Def/EndRdx(33)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 11% Defense(Smashing)
  • 11% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 10.38% Defense(Melee)
  • 8.5% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 4.5% Max End
  • 6% Enhancement(Heal)
  • 88.75% Enhancement(RechargeTime)
  • 51% Enhancement(Accuracy)
  • 10% FlySpeed
  • 92.36 HP (8.624%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 8.25%
  • MezResist(Stun) 2.2%
  • 23.5% (0.392 End/sec) Recovery
  • 62% (2.772 HP/sec) Regeneration
  • 7.245% Resistance(Fire)
  • 7.245% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 12.05 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Transfusion)
  • 12% (0.537 HP/sec) Regeneration
  • 20.08 HP (1.875%) HitPoints
  • 6% Enhancement(Heal)
Positron's Blast
(Fire Ball)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Combat Jumping)
  • 2% (0.033 End/sec) Recovery
Positron's Blast
(Rain of Fire)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 16.06 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Steadfast Protection
(Tough)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Gladiator's Armor
(Tough)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Luck of the Gambler
(Weave)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Weave)
  • 2% (0.033 End/sec) Recovery
Decimation
(Blaze)
  • MezResist(Immobilize) 2.75%
  • 12.05 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Gift of the Ancients
(Maneuvers)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Maneuvers)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 20.08 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Inferno)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Efficacy Adaptor
(Transference)
  • 12.05 HP (1.125%) HitPoints
  • 1.5% (0.025 End/sec) Recovery
  • 10% (0.447 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Gravitational Anchor
(Web Envelope)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Scorpion Shield)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Scorpion Shield)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


The Super Expensive Build:


Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Psyreth: Level 50 Science Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), GftotA-Def(7), GftotA-Def/EndRdx(9)
Level 8: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(34)
Level 10: Siphon Speed -- RechRdx-I(A), RechRdx-I(43)
Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(29)
Level 14: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), RechRdx-I(15)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), GftotA-Def(21), GftotA-Def/EndRdx(23)
Level 22: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27), Apoc-Dmg/EndRdx(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Speed Boost -- RechRdx-I(A)
Level 28: Maneuvers -- GftotA-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def(31), GftotA-Def/EndRdx(33)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GftotA-Def(45), GftotA-Def/EndRdx(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(3), Numna-Regen/Rcvry+(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 11% Defense(Smashing)
  • 11% Defense(Lethal)
  • 7.25% Defense(Fire)
  • 7.25% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 10.38% Defense(Melee)
  • 8.5% Defense(Ranged)
  • 8.5% Defense(AoE)
  • 2.25% Max End
  • 63% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 101.25% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 112.44 HP (10.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 5.5%
  • 29% (0.484 End/sec) Recovery
  • 78% (3.488 HP/sec) Regeneration
  • 10.71% Resistance(Fire)
  • 10.71% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Decimation
(Fire Blast)
  • MezResist(Immobilize) 2.75%
  • 12.05 HP (1.125%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Transfusion)
  • 12% (0.537 HP/sec) Regeneration
  • 20.08 HP (1.875%) HitPoints
  • 6% Enhancement(Heal)
Positron's Blast
(Fire Ball)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.447 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Gift of the Ancients
(Combat Jumping)
  • 2% (0.033 End/sec) Recovery
Ragnarok
(Rain of Fire)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accura


 

Posted

And that about does it. My thoughts as a whole. Please forgive any typos you are bound to find, and I will be in the process of editing for clarity, and easier reading. Enjoy or not as you see fit.


 

Posted

Bump!

Great job! Can this be added to the sticky at top as there are no Fire/Kin Corruptors listed in it?

Is there a reason the Fire/Kin Controller is played much more than the Fire/Kin Corruptor? The Corruptor seems like it would be much more fun!
And it looks like Web Envelope + near-perma Rain of Fire + Scourge would be a receipe for unstoppably fast fiery death!


 

Posted

Im pretty new to the forums, but have played Corrs for awhile...although...i'm not a big troller player.

I think imo, fire/kin trollers are so much more popular because from a team stand point people are in love with the holds. But if your team dynamics are pretty good, u can wipe through a mob faster than the holds will be needed.

Fire/Kin corrs are basically fire blasters on steroids. Extremely fun to play and with fulcrum shift, siphon speed, and transfusion u can effectively take out +1or+2x8 mobs solo quite easily.
I guess a troller could also...but i've never played one lol, so i won't comment on that.

Ps. Nice build advice. looks good to me! I took my corr out of praetoria, so my ancillary power choices are diff, and everyone has their own opinion on what to slot how many in what power...but over all...i enjoyed reading it. Thanks!


@Karmaa
Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death. -Sun Tzu