Fire/TA capped vs Range
I only see one improvement as far as power selection goes... Assuming you are using Group Fly as a mule, drop it and pick up the ST Hold from your PPP and put two basilisk's gaze in it.
Also, I wouldn't worry about being at 44.5% ranged defense versus 45% ranged defense. Go ahead and drop the enzymes and just replace them with LoTG Def/End and Def/End/Rech.
The only alternative I see, if you really feel like you need that extra .5% is to go with Nerve Alpha.
Also, keep in mind that Flash Arrow is 7.2% unresistable -ToHit, so that combined with your defense will put you well over the softcap.
I only see one improvement as far as power selection goes... Assuming you are using Group Fly as a mule, drop it and pick up the ST Hold from your PPP and put two basilisk's gaze in it.
|
The only alternative I see, if you really feel like you need that extra .5% is to go with Nerve Alpha.
|
Also, I wouldn't worry about being at 44.5% ranged defense versus 45% ranged defense. Go ahead and drop the enzymes and just replace them with LoTG Def/End and Def/End/Rech.
Also, keep in mind that Flash Arrow is 7.2% unresistable -ToHit, so that combined with your defense will put you well over the softcap. |
Thanks for the suggestions.
yeah, I don't see any improvements based off of what you want.
If you're using a T4 Cardiac Core or the T2 Cardiac Radial, then you only need 2 slots in Charged Armor. I would put that slot in Stamina.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrophilliac: Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Trick Arrow
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1479;692;1384;HEX;| |78DA8D53C9521351147DAF096026431864863025404243D4BD25285558A40A95026| |4934A8526E932954E35891075E15FB8722CC7B5D3DA2ABF42DD39B171D8386EE2CD| |3DCF24DA1BBB929CD7E79E7BDE7DF7E625F64EF884B8724CC8C0422EB5B3935CB06| |CBB54285AB667D54867F356CECA947D2B65DB2A64CD5CCE4CA55B8510FD3555F24C| |2A9F31B6F445D33692F3E450ECABC7E64BDBDBFAAA6DA6CF278FDBB6B51B5CCA670| |DDBC817F53F0BCF8A65E5F4B305C3D8F2F372D1CC648B663E13E0B76523B565D83B| |59B3E04534570DF79E2C9869BDBE4DA2944CD0C6865DEEA1DA0ED337AC09F5549AC| |53582B8D06E338C5F6798BD01B8C910BFC550F4D7B2E8438F88908F543E123ED330| |88C1600606333098C11E9394D5842C57D333A65C8F18A61EC3E309E0294892372B7| |933742DD0B540370E5D045625AAB255D5D4FA867207C581B780770C9EF7800F0C23| |FB0C1728CBADCEE68EB25194025E65E4BDA35529DF5DC03D86D07D86910780870CB| |B64E45759FEAF4C1DFC06F8CE30F003F09361E817C31EA504D419036B4CB5AD0336| |18FACE01361962F41B549B04D1F776F4B61DEDEF44FB7BD0FE1EB4BF4C9B74204B7| |63CD7AA2F9D7D1C19A5867521A275E1F487FE0249826ED59E6E1E7D1331BD124C6F| |B7ACF6F022F9F72B513FF25CA41A844A1BEC927CE24EC0100B82241856826108421| |08420B844A6A3EAA8A398FE18A63F86E98F61FAE3987E1CFB5EA6AC099535812984| |318530A610C614229842045328D2BF7212C5C8C969AE622AC67E6E2A33AACA8CA2C| |CD84B8CE215839704BAEAADFE9AA959087C14995391395071E40CB8FEBD4FD30E66| |CEC1C41DCC110773D4C12CD599CAB223BAE2AADD63219971B7D5EE68E5A387A2B23| |1FAB9CE48798A1611E15AE3AE7C7268BFD4194D5EE5836B215C6CC0690F17C25BAD| |37AC371AD69B0DEBFF7D5ED00D8963E3CA6FD0C339C1| |-------------------------------------------------------------------|
perma jump is ---> /up 1
I wanted to try and put together a build for my Fire/TA corr that has defense capped vs Ranged without compromising my power selection. I'm not too fussed about damage procs, and I'm quite satisfied with the global recharge that this build ended up with.
I'd be grateful if you could recommend me any improvements. I'm primarily looking to reach softcap vs Range without the two Enzyme HOs I've put in Weave, but any other improvements are welcome too, following these requirements:
- Must retain defense softcap vs. Range
- Must retain all primary and secondary powers that are picked in this build, except Freeze Arrow and Flash Arrow. It would be great if those two would stay, but it's not critical.
- Must retain Hasten and all 3 Flight powers (Group Fly will be replaced with Afterburner once I21 hits).
- It would be great if Tough and Charged Armor would be retained, but it also won't be a big problem if they have to go.
- Must not have less than 50% global recharge.
- Endurance consumption should stay ok. I'm not looking for sustainability, but I don't wanna pop blues more often than occasionally. I wager that the build achieves that currently.
- Must have Clarion.
- No purples/PvP IOs except damage procs.
- Must retain at least 4 pts of KB protection.
Here's the current build:
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrophilliac: Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 1: Entangling Arrow -- Empty(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 4: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(5), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
Level 8: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(9), Cloud-Acc/Rchg(9), Cloud-ToHitDeb/EndRdx/Rchg(11), Cloud-Acc/EndRdx/Rchg(11), Cloud-%Dam(34)
Level 10: Glue Arrow -- RechRdx-I(A)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 14: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(15), Lock-Rchg/Hold(15), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(27), FtnHyp-Sleep/EndRdx(27)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), Acc-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(33), HO:Cyto(33)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(50)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Charged Armor -- HO:Ribo(A), HO:Ribo(42), HO:Ribo(42)
Level 44: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(45), Zephyr-Travel/EndRdx(45)
Level 47: Fly -- Zephyr-ResKB(A), Zephyr-Travel(48)
Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3)
Thanks in advance!