Beam/Time - Slot Nightmare
i usually did fine skipping the tier 2 attack, the tier 1 attack is fast charging and does -regen on disintegrated targets
the other power i could get away with underslotting would be lancer shot (the stun), i would mostly use that since it has a 100% chance of spreading disintegration but its fairly low dmg and very short range would not be something i would use often
i usually did fine skipping the tier 2 attack, the tier 1 attack is fast charging and does -regen on disintegrated targets
the other power i could get away with underslotting would be lancer shot (the stun), i would mostly use that since it has a 100% chance of spreading disintegration but its fairly low dmg and very short range would not be something i would use often |
2) In terms of slotting in general, if you take all the attacks at five-slot, you barely have enough slots left to slot time out properly. Same if you put a decent amount of slots into time. Where's the give in these builds?
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Part of the problem is that Time is a set where you really want all 9 powers if possible which means fewer places to take the "one-slot wonder" powers (such as Leadership, Recall Friend etc.) which a lot of builds use to save slots.
Anyone had any experience with Beam/Time now and any further insight? Time seems to need every power. I can't see skipping any. Beam perhaps, though has some skips.
I can see the tier 2 beam being skippable since it's damage per animation time is worse than Tier 1 and with all of Time's recharge you are going to be waiting on animation mostly. Plus if you are buffing or doing anything else you need to get that shot in ASAP before you lose your disintegrate.
Is Aim skippable for this combo? I know a number of Corr builds skip Aim but I am not sure entirely what a build needs to qualify for skipping it.
Looking at the Damage per Activation and Damage per Cycle in the power select screen it seems like the snipe attack Penetrating Ray is skippable. You disintegrate then stand around for 4.4 seconds shooting the snipe. It seems you can do just as much or better with multiple tier 1 attacks and your cones in that time. Leading with the snipe seems odd since you want to snipe disintegrated targets to get the real damage...
Perhaps even Lancer Shot is skippable if you don't feel you need the stun with Time's control. It seems you could easily, with all the recharge, get into a cycle disintegrating and single shotting while throwing in cone attacks when the situation is favorable.
I'm pretty much a novice at char optimization in this game however so...please feel free to tell me how wrong I am .
Lancer shot is sadly not at all comparable to blaze. It is directly comparable to cosmic burst, and is nearly identical apart from its lack of defense debuff in exchange for bonus damage on a disintegrating target. The thing is, if you want to take advantage of the stun you probably want to open with it on a sapper or something and in that case it is a lot less likely he'll already be disintegrating. In my opinion, disintegrate itself neatly fills the position of beam's tier 3 attack; an additional attack with comparable dpa, shorter range, and a much less valuable position in your chain seems unnecessary.
Zen, unless you care about pulling things from far away you are very correct to skip the snipe. That's true for any blast set, but beam rifle even more so due to the sheer number of other good attacks it gets. Piercing beam does not have the long range but if you hit two targets it does way more damage than the snipe and if you hit three it's twice as much.
Zen, unless you care about pulling things from far away you are very correct to skip the snipe. That's true for any blast set, but beam rifle even more so due to the sheer number of other good attacks it gets. Piercing beam does not have the long range but if you hit two targets it does way more damage than the snipe and if you hit three it's twice as much.
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Piercing beam is also only 5 degree cone...hrm...
I still don't know about Aim. I see builds with it and I see those without it. I don't understand why one or the other is chosen, really.
Actually I think the average damage calcs for Beam are messed up. See:
http://boards.cityofheroes.com/showt...=1#post3877781
Yeah, I want to know too.
What I do like is the tier 2 and 1 and attacking in that order. The tier 1 fires immediately after the first attack and gives the impression of a quick one two. Similar to psi blast.
I don't like disintegrate, animation too long. Is that skip-able?
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
Yeah the in-game real numbers include disintegration spreads in the damage values of the single target attacks. This is very optimistic on its part. To get the real value, only pay attention to the non-DoT chunk as well as the "only applies to a disintegrating target" piece for the conditional bonus damage.
Piercing shot isn't exactly a cone in the same way ... the actual cone, whatever it's name is, is. I like to think of it more like a tier 3 blast that happens to be able to catch additional targets. It becomes a sort of mini-game, spotting places where you can hit three targets with it and firing it before you miss the window. Some people probably won't find that as amusing as I do. If it doesn't sound fun to you that power is very skippable.
Aim? Meh. Depends on your secondary. If you don't have any other way of reducing defense or increasing your own tohit, aim can be useful. Even for a blaster it's an awfully meager damage buff so I wouldn't worry too much about that side of it, more of a bonus really.
Necro, if you're going to skip anything in BR, disintegrate is probably the last thing you should choose. It's a high damage attack and it enables you to use the set's main gimmick. If you skip it you can't apply any of the bonus effects your attacks are capable of, nor will your single target damage be nearly as good as with disintegrate. It also contributes some aoe. If you're torn between lancer shot and disintegrate, know that disintegrate is vastly superior. If you're just searching for attacks to drop, definitely drop lancer, piercing, the snipe or aim before you drop disintegrate.
Coolio. Thanks for the info.
Dark Bard, Zoobait, Debacle
jmsb
Por vezes d� vontade...
chucknorriss
speak american godamnit
I am wondering if this build really has legs?
I have a bane spider and a fort, and both their builds are amazing. But my question is, does this build have survivability? I know it's mainly dmg and support, I just don't see where this build fit's in an incarnate trial. Mine is currently 35, I invested all my xp boosters into it except 1..like an idiot lol..
And I don't know how well this build actually preforms.
For a 'rupter?
Easily the Snipe is easily the most skipable
I like Aim, but I can see living w/o it
Distrinigrate is must to take, but you can live with it being 4 slotted with 3 recharge and 1 accuracy
On times side, the ST buff is easily the most skippable
I would skip the snipe and Time's hold, to be honest. Aim could be skippable perhaps too, although that's nice to have. I know the hold can hit mag 4 but still...
...on my beam/poison, I respecced out of cutting beam actually.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
I intend to skip aim, the snipe, the t1 blast and possibly Piercing Ray from Beam. From Time I'll be skipping the ST hold, and depending on how high I can get my defense I may drop Time's Juncture.
I just hit 26 on my beam/time corr and made some preliminary adjustments.
Firstly, I took out the sniper attack. It was great for a long range pull, but not necessary in the attack chain. Beam is dependent on hitting 1-2 critters with fast attacks before applying your AOEs to disintegrating targets - and the sniper attack just doesn't help as much.
Also, although I still have time crawl and temporal selection, I'm keeping them with their original single slot. This is working for me so far, but I'm unsure what the future holds for me with these two powers. I might start a separate thread on this very subject.
These actions alone should free up some slots!
Malakim
-Playing since COH beta and still love the game!
You can skip the hold. I was able to make a build for possibly the most slot hungry combo: ice/time (from ice you'll want the tier 1 and 2, and slot all the attacks properly) - I also took the two holds because Freeze Ray can stack with Time Stop.
The build doesn't have capped defs but... it looks good for a first attempt imo. And Temporal Selection's slots can be used elsewhere, I put a DW set for the recharge mostly but I went overboard, Chrono Shift is perma before Hasten on this one.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13), Range-I(15)
Level 6: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 10: Time's Juncture -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb(25)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29), RechRdx-I(29)
Level 14: Temporal Selection -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(33)
Level 16: Distortion Field -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(34)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Acc/Dmg/Rchg(36)
Level 20: Aim -- AdjTgt-ToHit/Rchg(A), RechRdx-I(36), RechRdx-I(37)
Level 22: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(39)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(39)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 28: Farsight -- HO:Membr(A), HO:Membr(40), HO:Membr(40), LkGmblr-Rchg+(42)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(43)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), Posi-Dmg/EndRdx(45), RechRdx-I(45)
Level 35: Slowed Response -- Acc-I(A), LdyGrey-DefDeb/Rchg(46), UndDef-DefDeb/Rchg(46), RechRdx-I(46)
Level 38: Chrono Shift -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
The new Mids is up. Was trying to put a build together, but I usually play scrappers and blasters. It is not clear to me what or how to slot the time powers, so was hoping someone would start adding some beam / time builds to this thread.
@ThrillKiller
Gah! I can't choose! I want to drop either Piercing Beam or Lancer Shot on my Beam Rifle/Traps Corr in favor of the fighting pool and Vengance but it seems...I'm having a hard time here....What do you guys think about skipping Aim in this set?
Wait a minute! I normally Solo and I'm making a Traps toon! I can just skip vengeance! Yay!
This is a very raw build I made, I'd like to know what you think of it.
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(23)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(5), TmpRdns-Rng/Slow(19), TmpRdns-EndRdx/Rchg/Slow(37)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(23), UndDef-DefDeb(43), UndDef-DefDeb/EndRdx(43)
Level 4: Temporal Mending -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(5), Mrcl-Heal/EndRdx/Rchg(19), Mrcl-Heal(37)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(25)
Level 8: Teleport -- EndRdx-I(A)
Level 10: Time's Juncture -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg/EndRdx(13), DampS-ToHitDeb/EndRdx(29)
Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(25)
Level 14: Temporal Selection -- RechRdx-I(A), RechRdx-I(15)
Level 16: Distortion Field -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(17), TmpRdns-Rng/Slow(17), TmpRdns-EndRdx/Rchg/Slow(29)
Level 18: Boxing -- Acc-I(A)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 22: Tough -- ResDam-I(A)
Level 24: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(46), GftotA-Def/EndRdx/Rchg(46), GftotA-Def(46)
Level 26: Hasten -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Farsight -- RechRdx-I(A), RechRdx-I(40)
Level 30: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31)
Level 32: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), UndDef-DefDeb(34), UndDef-Rchg(34)
Level 35: Slowed Response -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(36), UndDef-DefDeb/Rchg/EndRdx(36), UndDef-DefDeb/EndRdx(36)
Level 38: Chrono Shift -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(39), H'zdH-Heal(39), Efficacy-EndMod(39), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(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)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Soul Storm -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48)
Level 49: Summon Mistress -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(50), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 50: Cardiac Partial Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(11)
Level 4: Ninja Run
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
Gah! I can't choose! I want to drop either Piercing Beam or Lancer Shot on my Beam Rifle/Traps Corr in favor of the fighting pool and Vengance but it seems...I'm having a hard time here....What do you guys think about skipping Aim in this set?
Wait a minute! I normally Solo and I'm making a Traps toon! I can just skip vengeance! Yay! |
I'm thinking about respeccing out of the t2 (maybe t1) once I have an IO build. I'm skipping Aim but I'm getting Tactics. That's what I'm thinking about doing with my BR/Traps (but not sure which blast I'll skip, it will be the t1 or t2 - if I hunt big game I might keep the t1 since it does -regen although Poison Trap does enough -regen for anything I guess)
Villain Plan by Mids' Villain Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Kyioshi: Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(13)
Level 2: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(19), Achilles-ResDeb%(19)
Level 4: Caltrops -- Slow-I(A)
Level 6: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Acid Mortar -- AnWeak-Acc/Rchg(A), ShldBrk-Acc/Rchg(23), Achilles-ResDeb%(25), RechRdx-I(25), Dev'n-Hold%(27)
Level 12: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), LkGmblr-Rchg+(17)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 20: Poison Trap -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(36), Lock-%Hold(36)
Level 22: Aid Other -- Heal-I(A)
Level 24: Aid Self -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 26: Piercing Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 28: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(42)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Overcharge -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45), RechRdx-I(45)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-Rchg(50)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50), Heal-I(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
------------
Set Bonus Totals:
- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 4.06% Defense(Smashing)
- 4.06% Defense(Lethal)
- 12.5% Defense(Energy)
- 12.5% Defense(Negative)
- 4.38% Defense(Melee)
- 10% Defense(Ranged)
- 2.25% Max End
- 3% Enhancement(Immobilize)
- 66% Enhancement(Accuracy)
- 88.75% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 8% FlySpeed
- 24.1 HP (2.25%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 15.5% (0.26 End/sec) Recovery
- 20% (0.89 HP/sec) Regeneration
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 1.26% Resistance(Energy)
- 3.14% Resistance(Negative)
- 8% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1371;677;1354;HEX;| |78DA6594C94F535114C6EFEB602D144BA1652A8542814EF0A0D1BD09E802A191807| |14B5EDADBF2126C5F5E21919D7F82E35206DDB8778C1A23FF811B87854B8795C356| |A67A7ABE4BDBA42FEDFBBD9E7BCFF9BE7BEEBBCDDEBCE413E2D645A1F9E7D68D4A6| |575AE6CDB9BD646D976678DA299F32C6C99E5CA9AE9114284EB63ABCB46A928F3FA| |AC346EAC2E9B8575196C8CCD6E160AFA35DBB02A81F9D29AB46569433F7DF02D95C| |BEBFAA2342CB3546CE31F2B9694F90E7ECCCABC99334BD27F3A2B2F6DD2B6C2972D| |33A73714B2464ED2ADB221EDAD3E32364EDFD741A1AEAA5B3C246484639BE1DA017| |61967F680478C7F5A53D66DAD163A7B07B8CB68BB07DC67F81E30DE9096A6B2B4A7| |5CC8F79C71EE05F092D1F50AD87708D12D0E28C5892CE19CE691B754C88D90D30DD| |341B80DC26D0F6CF650FB3D1A523D21F67044772F525DDE0F0E9EE5A4F211D107B9| |BE34A70E3C61BC23A57665B91D4A0368CF200407213884F644A11B23DD0E65B9E32| |B8B1C93AE1F561CFE219ED5A90063A39413408E23000F51600438D16AF6E0BCFB93| |A36679E423F09911FB021CB06084EA859487D0185718A650AFAAD0BBC8AAB105C65| |816B80A2C31DED3DAFBD5F47E6CD7C43300BB3681ED8A63BBAA9414569B12FEC656| |E2DF811F8CE44F46805C4454272258FB50271064EC93EEB0EAF9307453104C413E0| |5DD49E84EA23D828A8F2AB7A387DC82C923C6D43170025419DDE4621C2E5CE3DB1C| |9ADE0176813D46E631C3A25724A14C27603A09D349983EA47B5A6D5F7A854319343| |5536B7E5C7491A0AEDE457D042F2B8566D416CDA0E8A0AB7EB0E8439748B544665A| |229996C8F996C88596C87C23525DAC3D2B77C2C94B5E72D54FABD038C1DB593F89D| |55F6D34AA12B4295ECE9F4648D3AE68B54547AFF3AA7E374F4EF0E4BFCD93A3F8DF| |01FE03FC14EA95| |-------------------------------------------------------------------|
Here is the Beam/Time build I made
Its very defense heavy and near perma Hasten (once spirtual alpha slot is slotted) 153+% recharge..
Defense numbers
S/L 42.4%
Energy 54%
Neg 40.7%
F/C/Psy/melee/AoE 21%
Ranged 41.7%
Accuracy bonus of 48%
Damage Bonus of 22%
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Chrome Buster i21: Level 50 Science Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Time Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Charged Shot
- (A) Thunderstrike - Accuracy/Damage
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Damage/Recharge
- (36) Thunderstrike - Damage/Endurance
- (46) Thunderstrike - Damage/Endurance/Recharge
- (A) Curtail Speed - Accuracy/Slow
- (3) Curtail Speed - Damage/Slow
- (23) Curtail Speed - Accuracy/Endurance
- (37) Curtail Speed - Range/Slow
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (25) Doctored Wounds - Recharge
- (37) Doctored Wounds - Heal
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Damage/Range
- (9) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Damage/Recharge
- (31) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Numina's Convalescence - Endurance/Recharge
- (11) Numina's Convalescence - Heal/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Damage/Endurance/Recharge
- (50) Thunderstrike - Damage/Endurance
- (50) Thunderstrike - Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Endurance/Recharge/Hold
- (17) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Recharge/Hold
- (A) Sting of the Manticore - Accuracy/Damage
- (19) Sting of the Manticore - Damage/Endurance/Recharge
- (19) Sting of the Manticore - Damage/Endurance
- (46) Sting of the Manticore - Accuracy/Interrupt/Range
- (48) Sting of the Manticore - Damage/Interrupt/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (21) Basilisk's Gaze - Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Recharge
- (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge
- (25) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (37) Dark Watcher's Despair - Recharge/Endurance
- (40) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Recharge
- (27) Positron's Blast - Damage/Range
- (40) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Recharge
- (29) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Damage/Range
- (33) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Analyze Weakness - Accuracy/Recharge
- (36) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (42) Red Fortune - Defense/Recharge
- (43) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense
- (45) Red Fortune - Endurance
- (45) Red Fortune - Defense/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (48) Red Fortune - Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (13) Endurance Modification IO
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 19.69% Defense(Energy)
- 19.69% Defense(Negative)
- 0.63% Defense(Melee)
- 20.63% Defense(Ranged)
- 2% Enhancement(JumpSpeed)
- 4% Enhancement(Heal)
- 83.75% Enhancement(RechargeTime)
- 2% Enhancement(RunSpeed)
- 2% Enhancement(JumpHeight)
- 2% Enhancement(FlySpeed)
- 48% Enhancement(Accuracy)
- 12% FlySpeed
- 28.11 HP (2.62%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Terrorized) 2.2%
- 20% (0.33 End/sec) Recovery
- 44% (1.96 HP/sec) Regeneration
- 8.5% Resistance(Fire)
- 8.5% Resistance(Cold)
- 12% RunSpeed
Set Bonuses:
Thunderstrike
(Charged Shot)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Time Crawl)
- MezResist(Immobilize) 1.1%
- 2% Enhancement(Slow)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Temporal Mending)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Cutting Beam)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Disintegrate)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Temporal Selection)
- 12% (0.54 HP/sec) Regeneration
(Lancer Shot)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Super Jump)
- Knockback (Mag -4), Knockup (Mag -4)
(Distortion Field)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Penetrating Ray)
- 12% (0.54 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
(Time Stop)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Time's Juncture)
- 16.06 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Piercing Beam)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Farsight)
- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Overcharge)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Slowed Response)
- 10% (0.45 HP/sec) Regeneration
(Scorpion Shield)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1510;700;1400;HEX;| |78DA6594E94E135114C7EF74A1500AA550D6B20C6B916560D4EF26A031289506885| |F9B49B9C0246566326D13FDE87B08A80F605456717F0211D70FBC82CB1BD4C39C7F| |5B924EDAFC66CE3DFFB3DC3377520F6E469EDF7E744328D1F99C91CF67E66DD72D3| |A05DB0DAD644D6965A55F08119BDF74ED2DA9CE15F305E9AAE6553D44D644C537B3| |6C581B724D9B93C65666D95CCF49B5BA36575C5FD756CD2D99491996E9147346C1B| |4ADD882B5295D6915B4F24D246DDB396D511A8E696D84BD871547CAB568D9BE26DD| |FCA6E9B47ACFAB32271DDB2D78C112B71C33AB5553A68CEC45B68B621F7651A563F| |43F890B5CA5A0D826E801117ECA1C7C02EE32877798D3CF982FAA5ABF78AC08D117| |10BE6D66C70E736497F9927C15F60D2877154FEF4B31EBEF31BBD2CC9125E61BD2F| |8A1F1EF71CEC00178C8ACDF67F61F31DF9226887E82E8A70EFDD4A19F66F4D38F7E| |C6D04F078D2FE4155912A176AE618FE235703CA561996DE115E67B5A6B44AE46E48| |A20D73062EAC8A123A78E1A3A2957136B45D3B9CFB3ED53BC28F633FACDE7ED5BCB| |4FF03B73E607F303F9C6B037B1CF1CB3F52B788A397D61CE9C310F48D386F86D881| |F47BC38E2277F31DF916F3BFA6E9FC4FE80AF68AD13713A8FB8F6AE63E6C86B66F2| |84F9917CBB51673766D88319F6608649CC7002333C244D82E7E04BC478AF7B318FD| |E387388F6AF8F7D943ED4D50F7E22FD00720E20A78A9C2A72AAC839889C47A41942| |BF43A75CFBF019F398D64679CD37BACAF9C790AB4C875ED471AE27381E669F2BCD6| |0146C644E348111668C7A99847612DA2968A7A09D82761ADA19685B49ABE19DD506| |B99638D966F16ECD96F72D5039ABF4A34B4CD458666B2C7A8DE55A8DE57A8D65A16| |A292DD6ACA603952F81503CCBEF3059D08332CD3DFCADDA14E50EDD24E9DCDEE75E| |FE5CF61F67FF7F97FD559C45B0A1A5F21D292DD101D0D9AFF41F77BFFC6C| |-------------------------------------------------------------------|
Post Comic book Fan Films that ROCK!
Fight my brute
This isn't really a proper build thread yet, as I'm still trying to thrash out just the numbers of slots per power and such, but so far, some issues are emerging, and I'm wondering how we can work around them.
I suppose the questions are:
1) Which beam and time powers are skippable, as opposed to must-have? (and what one-three slot powers do we replace them with?)
2) In terms of slotting in general, if you take all the attacks at five-slot, you barely have enough slots left to slot time out properly. Same if you put a decent amount of slots into time. Where's the give in these builds?
Do not go gentle into that good night.
Rage, rage against the dying of the light.