Fire/Dark Help


DreadShinobi

 

Posted

I decided to go with fire/dark for my namesake, from the build i made he seems pretty solid, ill be using him mostly to solo, his defenses seem ok, but im not sure if its powerful enough to solo a gm and AV.
of course darkest night helps with all that so just need someone to go over my build and give me any tips or advice to make this build a monster


http://www.cohplanner.com/mids/downl...AA7F01440AF1D6


 

Posted

I'm not sure how you're going to do any damage, almost none of your powers are slotted except RoF and Fireball, which doesn't leave you with much of an attack chain.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Sorry, not trying to be snippy. I was hoping to edit my post and leave some actual advice before you got back to it, but I had difficulty finding my build.

Below is my build for my fire/dark corruptor who is one of my favorite characters. He has softcapped defense to S/L, near perma hasten, and plenty of fire power for both AoE and ST.

Feel free to ask any questions you want about the build, and I know that there are probably plenty that are better out there.

Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

K'lir: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(15), Decim-Acc/Dmg(25), Decim-Dmg/Rchg(46), Decim-Dmg/EndRdx(48)
Level 1: Twilight Grasp -- Acc-I(A), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(45), Dct'dW-Heal/Rchg(45), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx(46)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(3), Posi-Dmg/EndRdx(3), Posi-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(37)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5)
Level 6: Rain of Fire -- Ragnrk-Knock%(A), Posi-Dam%(7), Posi-Dmg/Rng(7), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg(43), Posi-Acc/Dmg/EndRdx(45)
Level 8: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg(40), Posi-Acc/Dmg/EndRdx(43)
Level 10: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(11), DarkWD-ToHitDeb/Rchg(40)
Level 12: Aim -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(13), Rec'dRet-ToHit(13)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), RedFtn-Def/EndRdx(17), S'fstPrt-ResDam/Def+(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(36), Decim-Acc/Dmg(36)
Level 20: Fearsome Stare -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(21), SipInsght-Acc/ToHitDeb(34), SipInsght-ToHitDeb(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(25)
Level 24: Super Speed -- Winter-ResSlow(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(27), GftotA-Def(27), LkGmblr-Def/EndRdx/Rchg(34)
Level 28: Petrifying Gaze -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Acc/Hold(29), BasGaze-Acc/Rchg(33)
Level 30: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(31), GSFC-ToHit(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 32: Assault -- EndRdx-I(A)
Level 35: Howling Twilight -- EndRdx-I(A)
Level 38: Dark Servant -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-ToHitDeb(39), SipInsght-Acc/EndRdx/Rchg(40), Heal-I(48)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), GftotA-Def(42), GftotA-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Fly -- Flight-I(A)
Level 47: Hover -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
Level 50: Reactive Partial Radial Conversion
Level 50: Clarion Core Epiphany
Level 50: Cryonic Total Radial Judgement
Level 50: Warworks Total Core Improved Ally
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod(50), P'Shift-End%(50)
Level 4: Ninja Run



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Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

i appreciate the swift reply to be honest you raised the perfect point that i needed a decent attack chain and i lacked it lol
im just going to have a look at your build and needless to say it will obviously be better than mine as i have a tendency to create rubbish builds lol
thanks for the build and advice


 

Posted

Quote:
Originally Posted by sypher_vendetta View Post
question: is vengeance a set mule 4 the lotg rech?
Yep, and because I want/need another power that doesn't require any more slots. I could stick the LOTG in hover instead, but I would still be left needing a power that wasn't slot hungry.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Question about your build Kinrad, why not go with the Fighting pool for Weave?


 

Posted

You are Fire/Dark. You will never need help, for you are a mighty being.

In all seriousness, I personally prefer combat jumping over weave. Makes for a good LotG mule, better mobility, and immobilization resistance.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

Quote:
Originally Posted by Thurmin View Post
Question about your build Kinrad, why not go with the Fighting pool for Weave?
with some builds taking maneauvers is much better than taking weave, for instance maneauvers gives sleep resistence i believe and u have to take 2 other powers to get the defensive power, bit of a chore really so going with maneuavers was probably the best bet in the long run without taking out so many power slots.

good defense too, hope this answers your question.


 

Posted

If your color is white, why are you playing with a Red/Black deck?


Great Wall of Prophecy, reveal to us God's will that we may blindly obey.
Free us from thought and responsibility
We shall read things off of you.
Then do them
Your words guide us.
We're dumb

 

Posted

If I may, let me help you to explain how the Mighty Fire/Dark works and why you don't need much defense.

Powers you really NEED to have:

Dark powers
Tarpatch
Darkest Night
Howling Twilight
Twilight Grasp (your heal)
Shadowfall
Fearsome stare

Rain of Fire
Fire Ball
Fire Breath
Fire Blast (must take)

Super Speed

Powers that are NICE to have:
Combat Jump
Dark Servant

Everything else is up to you.


How I play:

Solo set at level 10 or so to -1 x 8 after you get SO's at 22 to what level you are happy with.

1. Super speed forward with Shadowfall on - paint a boss with Darkest Night and run around a box or corner (darkest night does not suppress superspeed)
2. Drop tarpatch
3. As they enter the tar use fearsome stare
4. Howling Twilight disorients them and slows them also has the largest -recharge in the game
5. Fireball, Firebreath, Rain of Fire and everything is dead except for a boss or two and just slaughter those.

Your armor is all of the stacked -to hits you use. If you get defense over 15% - you won't get hit in all practical cases. Some really hardcore groups resist the -to hits (Nemesis).

Teaming

1. drop tar under the tank or alpha person (that could be you I take Provoke on mine)
2. Fearsome stare and then fireball. Then run to the NEXT group and darkest night them. Run back to your team - Fireball again, rain of fire and howling twilight. Everything in 2 groups is now dead and you can leapfrog like that all the time.

To tank - same as solo just don't wait around after Howling twilight go get the next group.


 

Posted

Quote:
Originally Posted by Infernus_Hades View Post
Powers you really NEED to have:
You didn't list Blaze. facepalm.

Quote:
4. Howling Twilight disorients them and slows them also has the largest -recharge in the game
With Corruptor mods:
Howling Twilight is -50% rchg

Snow Storm and Distortion Field ties with it at -50% rchg, Lingering Radiation is -60% rchg, Neurotoxic Breath is -65% rchg, Shiver is -65% rchg, Infrigidate is -70% rchg, and the king of all recharge debuffs Heat Loss is -300% rchg. Howling Twilight is hardly the largest -recharge in the game.


 

Posted

Also there's no reason you can't have all 3 (CJ, Weave, and Maneuvers), 100% of my toons have all 3. And while dark's tohit debuffs are very powerful, it is a much better idea to rely on defense over tohit debuffs, as tohit debuffs are inconsistent and defense is always constant. Get to or close (such as 32.5% with a purple for softcap, or 40% with barrier) to the defense softcap then use your tohit debuffs to do things like mitigate defense debuffs or effectively reach the incarnate softcap (59%). This also means you aren't limited to having to spend time using darks long activating abilities all the time for survivability giving you more time for fire blasting


 

Posted

thanks for the replies guys, sounds like good advice, on a fire toon i always take blaze its a high damage ST attack and part of my ST chain.

fire breath is questionable, tho as ive never thought about using it.

all in all sounds like pretty solid advice, but as a side note i always build up on defense, as DreadShinobi has explained that relying on -tohit is literally hit and miss while defense is consitent and permenant.

however with that being said i plan to get to 32 % defense on most dam types and pop a purp if needed.

nice work guys!