PvE Assault Rifle/Radiation Corruptor with Guide & Mids' Export for Free Players


DeProgrammer

 

Posted

Description: Assault Rifle has a pretty good number of AoE (area of effect) attacks. Radiation Emission is a wonderful grab-bag of buffs, debuffs, and other abilities. Together, they make a rather well-rounded build for team play, as well as a formidable solo build. This topic contains an Assault Rifle/Radiation Emission Corruptor build using no Invention Origin enhancements (IOs) so that Free and Premium players get the most out of it. The topic is written so as to help Free and Premium players familiarize themselves with common jargon.

Once you have downloaded, installed, and opened Mids' Hero and Villain Designer, copy the following "data chunk", go to Mids', hold Control, and press the I key.

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Description of each power:

Burst is single-target damage. Use it and Slug to fill the gaps in your attack chain.

Radiant Aura is a heal that works on both you and your allies. Some people put this power on auto-fire, but it drives a lot of players crazy when they're using it out-of-combat. When you're fighting, if your team is taking damage, feel free to use it.

Slug is single-target damage. Use it and Burst to fill the gaps in your attack chain.

Radiation Infection is a powerful debuff. It makes foes easier to hit (-Defense) and makes it much harder for them to hit you (-ToHit). This will usually be the first power you activate in combat.

Buckshot doesn't use a lot of end (Endurance) for the amount of damage it deals to enemies in a cone-shaped area. It's also a very quick power, but it does KB (knockback), so avoid using it from within a group of enemies since it will spread them out. This will probably be your most frequently-used attack when you're fighting more than one mob (foe--short for mobile entity).

Accelerate Metabolism is a great team buff. If you're soloing, use it whenever it's recharged. If you're on a team, either tell your teammates that it's recharged or get as close as you can to the largest group of people in your team before activating it.

Enervating Field costs a lot of endurance, so you probably shouldn't use it when you're running low. It reduces the amount of damage enemies deal, as well as making them take more damage when they are attacked (-Resistance). As long as you're not running out of endurance, use this power frequently.

M30 Grenade is endurance-heavy, but it can hit more targets than other AoE attacks. Because it knocks enemies back, and excessive knockback drives many players crazy, avoid using it from within a group of enemies.

Combat Jumping is immobilize protection and a tiny bit of defense for a very low endurance cost. It's actually quite useful for hopping around mid-combat to position yourself for optimal use of your other powers.

If an ally is defeated, resurrect them with Mutation. If you have Fallout and your defeated ally is near a group of enemies, use Fallout before Mutation.

Flamethrower is a bit of a strange power. It costs a lot of endurance, has a short but wide range, and takes seven seconds for its damage to be fully dealt, but it has high base accuracy and its damage type isn't resisted as commonly as Lethal is. Because Corruptors' inherent ability, Scourge, depends on enemies having low health, and due to Flamethrower's DoT (damage over time) nature, it is best used near the beginning of a fight, after Full Auto.

Lingering Radiation makes your foes move more slowly (Slow), attack less frequently (-Rech), and regenerate health less quickly (-Regen). It's especially useful on enemies of the AV (Archvillain) class or higher.

Super Jump is your out-of-combat travel power. Don't use it when you're fighting. It cannot be active at the same time as Combat Jumping, so you can click Combat Jumping to turn off Super Jump and vice versa.

If you are fighting enemies that have knockback or holds, which are quite common, keep Acrobatics toggled on.

Use Hasten whenever it is recharged, unless you're not in a fight. It makes all your powers recharge more quickly.

Stealth is intended for stealth. It slows you down and costs quite a bit of endurance for a tiny defense boost, so you should avoid using it in combat. Instead, make use of it when you want to skip to the last room on a mission map--and make sure Oppressive Gloom is off when you do so, because attacking and being attacked make the stealth effect shut off for a while.

Super Speed stacks with stealth to make you much harder to detect.

As an Assault Rifle character, Full Auto is your pride and joy. It does high damage to up to ten enemies in a very long arc, it has high base accuracy, and it uses little endurance relative to the amount of damage it deals.

Dark Consumption will help you keep your endurance up, since Radiation Emission is a rather endurance-heavy powerset. Make sure your nearby foes have Radiation Infection applied to them before using this power, and it's best to use it near at least three foes.

Fallout is a very powerful debuff and nuke that you can use when a teammate falls in battle. In a tough fight, try to avoid being defeated before your teammates are, so that you can use it on them.

Dark Embrace should always be on. Almost all foes do smashing damage, and this power reduces incoming smashing damage by about 32% when enhanced.

Soul Transfer is a powerful self-rez which stuns just about any foe that isn't an Archvillain or higher class. Its stun aspect is insignificant if you are not on a team, because the power also renders you untouchable for 15 seconds, which is longer than the foe stun lasts unless it's enhanced at least 58%.

EM Pulse is a powerful regeneration debuff (making it useful for Archvillains, Monsters, Giant Monsters, etc.), a nice hold with a 50% chance to hold Bosses, and an excellent endurance drain and recovery debuff (meaning foes will be unable to use their powers for a while). However, it has a recovery crash, meaning that you cannot automatically recover endurance for the next 15 seconds. Use this power when you are not low on endurance, preferably when Dark Consumption is recharged.

Make sure Radiation Infection is on your nearest foes before using Soul Drain on them. This is also a power which is best used in a large group of foes at the beginning of a fight, before Full Auto. Use Combat Jumping to hop into and then back away from the group for this.


 

Posted

Just out of curiosity... why would you skip one of the most powerful powers in the set- EM Pulse? It is a hold, -end, and -regen. If you are using oppressive gloom then you have no issues about being in melee, so why not have that as well?

Also.. if you are taking stealth, why not take super speed as well to stack with it? Then you have full invisibility and do not need to worry about the -movement of stealth.


~*~Madame Pistacio~*~
Guardian of CHRYSALIS
Victory Limitless- /chanjoin "Victory Limitless"
P.E.R.C. First Chair- P.E.R.C. Site, Victory Over Hamidon
Newest event- The Great Makeover

 

Posted

EM Pulse causes an endurance crash, which is counterproductive since it detoggles your debuffs for a bare minimum of 5.5 seconds (with Hasten and Accelerate Metabolism plus the cast time of Enervating Field plus a Catch-a-Breath) without outside help. Oppressive Gloom is a defense that costs very little.

What power would you want to drop in order to also take Super Speed? I liked every power in this build more than I liked extra stealth.

Edit: Oooh. EM Pulse DOESN'T cause an endurance crash, it only drops recovery. So while it may drain your endurance, if you've got a good amount when you fire it off, it won't detoggle your buffs. Perhaps I would replace Beanbag with EM Pulse, then, and change Oppressive Gloom to Super Speed for that stealth.


 

Posted

i like em pulse since it only does -recov and not -end like most nukes

on my sonic/rad corr i usually use conserve power from mu mastery to help until the -recov dissipates, then if needed i also have power sink from the mu mastery


 

Posted

Quote:
Originally Posted by DeProgrammer View Post
EM Pulse causes an endurance crash, which is counterproductive since it detoggles your debuffs for a bare minimum of 5.5 seconds (with Hasten and Accelerate Metabolism plus the cast time of Enervating Field plus a Catch-a-Breath) without outside help. Oppressive Gloom is a defense that costs very little.

What power would you want to drop in order to also take Super Speed? I liked every power in this build more than I liked extra stealth.

Edit: Oooh. EM Pulse DOESN'T cause an endurance crash, it only drops recovery. So while it may drain your endurance, if you've got a good amount when you fire it off, it won't detoggle your buffs. Perhaps I would replace Beanbag with EM Pulse, then, and change Oppressive Gloom to Super Speed for that stealth.

I like your changes, but to answer your original question... what would I have dropped? No contest - Soul Transfer. If you use inspirations and your toggles correctly (and your oh crap em pulse) you shouldn't die often enough to warrant taking a self rez. Just my opinion though.


~*~Madame Pistacio~*~
Guardian of CHRYSALIS
Victory Limitless- /chanjoin "Victory Limitless"
P.E.R.C. First Chair- P.E.R.C. Site, Victory Over Hamidon
Newest event- The Great Makeover