Fire/Cold min/max
Update: Solo'd the ITF in 52 mins with this build, would have been master but I messed up on a nictus rez. I'll probably run it again to try n do better later, prefferably without dieing like a nub. For comparison, I believe the best solo ITF time was 40 mins by an ss/fire brute, so I'm pretty happy with the results.
Edit: I reran it and finished in 44:26 without dieing or using temps, butttt i forgot to set master. So take it for what it's worth =/
It's been done before, but yeah, solo apex.
So this is my Fire/Cold, he seems to do alright.
The 6 slots for blaze have been left empty since they hold my S-ATO set.
The goals were,
a.) Capped range def (non-incarnate); with the S-ATO and minimum def buf from perma barrier, he is at 44.7%
b.) Perma hasten; the IO in Hasten is +5; 120.1s after that, so almost perma
c.) Perma heatloss; the acc and one rech in HL are +5
d.) A self-heal
e.) A self-rez
f.) Really high recharge
g.) Workable non-HL end; so 2.65%/s gain when not in HL
h.) Went with the Radial agility to get the boost to flight speed - this toon is constantly on hover
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A few key differences I noticed between the two builds were,
Benumb: I am not sure why you have slotted up so high. You do realize that against a +3av all the debuffs drop to around 13% efficiency right?
Heat Loss: Do you really need more end?
Defense: Why try to boost all defense that high versus just fighting at range?
Sleet: I've tried the damage procs in sleet, their help is really just meh. An extra recharge (mine is +5 boosted too) really helps bring it up faster to hit foes that move a lot.
Regen: Instead of wasting SO many slots on trying to get regen up, why not just get a self-heal? On that note, instead of getting a minor regen buff by slotting up LoTG's on ice shield, why not just slot up Health? The extra IO is not getting much more shielding anyway.
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Benumb: I am not sure why you have slotted up so high. You do realize that against a +3av all the debuffs drop to around 13% efficiency right?
|
Heat Loss: Do you really need more end? |
Defense: Why try to boost all defense that high versus just fighting at range? |
Sleet: I've tried the damage procs in sleet, their help is really just meh. An extra recharge (mine is +5 boosted too) really helps bring it up faster to hit foes that move a lot. |
Regen: Instead of wasting SO many slots on trying to get regen up, why not just get a self-heal? On that note, instead of getting a minor regen buff by slotting up LoTG's on ice shield, why not just slot up Health? The extra IO is not getting much more shielding anyway. |
If Hover blasting with Aid Self works for you though, then that's great. It is definitely a viable way to build a fire/cold (there are many )
So staying in melee is definitely a really interesting style; I have also lately found myself staying in melee a lot.
So looking at the build with your goals in mind, to try to min/max as much as possible I made a few changes,
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.) So one major change was to move the ToD's from brawl into SB's in Infrig; SB gives Melee _and AoE defense; the melee is slightly higher but I adjusted that with adding a slot to Combat Jumping.
.) I removed the extra slots from the shields - the total difference in shielding was 18% became 15.29%. The shields are still very effective but it frees up slots that the build would need to min/max.
.) I couldn't figure out why Javelin Volley should stay; considering that Posi's blast would give you the 6.5% rech bonus.
.) Changed abs amazement to Stupefy - it close to caps your ranged def also while keeping most of the recharge benefit
.) Moved a slot from benumb into hasten; so this seemed like a pain point. Even fully boosted, hasten would still be several seconds off perma - this would affect all your other powers which are close to perma. Benumb loses about 4s with that slot removed but probably recovers about half a second from Hasten being perma instead of 12s off - of course this is debatable without actual maths
.) Added a slot to Dark Embrace to get more KB. 4 seems really low for a toon that fights in melee. I usually try to aim for 12 for even my ranged toons which hover.
Your build is great as it is and pwns; I am just trying to figure out further optimizations. I might be trying a similar build for my fire/cold corr.
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Here's my "Poor man's build." It has slightly higher defenses without the use of the PvP IO. Nothing is perma, but then again.. This is for the people who can't afford the purples.
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Since my problems are deffo of a min/max nature with my edited fire cold build i decided to post it here,
At the moment i have this build on live, it's basicly unstoppable already, i've soloed nearly every av, gm and even did a solo Moitf, anyway, this is the build:
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-I've got to sacrifice a travel power ( is travelling with ninja run and speed /other temps doable?)
-I need to sacrifice one of the ice shields (both this and the option before is to make room for another kinetic combat set)
-drop permahasten by using agility instead of spiritual as alpha, and then getting the obliteration set on spring attack
Now, none of these options really appeal to me ( i guess the travel power sacrifice might be most bearable). That's why i came to the forums for help/advice, does anyone see any other options or better ways to make this build work the way i want it? The budget for this is unlimited, there are enhancement boosters for every io, and every alpha choice is viable (i do not want to pick barrier as destiny for the 5% defence tough, rebirth is a lifesaver). Any help would be much appreciated
Now what i want for the build is perma hasten and perma heatloss ( on heatloss some 5 secs off is not so bad) (the endurance doesnt have to be sustainable otherwise, they made inspirations with a reason)and i want 45% smash/lethal defence, without gimping my aoe ( and st) damage output. I just cant seem to reach it on the build with dark mastery. the only options i manage to see are:
-I've got to sacrifice a travel power ( is travelling with ninja run and speed /other temps doable?) -I need to sacrifice one of the ice shields (both this and the option before is to make room for another kinetic combat set) -drop permahasten by using agility instead of spiritual as alpha, and then getting the obliteration set on spring attack Now, none of these options really appeal to me ( i guess the travel power sacrifice might be most bearable). That's why i came to the forums for help/advice, does anyone see any other options or better ways to make this build work the way i want it? The budget for this is unlimited, there are enhancement boosters for every io, and every alpha choice is viable (i do not want to pick barrier as destiny for the 5% defence tough, rebirth is a lifesaver). Any help would be much appreciated |
I would drop one of the shields if the choice were up to me; the shields are useful but defense really, is available in crazy chunks around (VEATs, Barriers, Leadership).
Hell when I team, I am rarely below 50% defense 'without' my barrier fired (40% with self-buffs), and often at 70%+
Virtue Speed Junkie
A Simplified Guide to Attack and Defense
Code:
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These are some things I would do with it:
General slotting:
Switch your slotting of Fire Blast and Blaze. Blaze will benefit more from the SuperiorATO proc compared to the Apoc Proc. In blaze it's an 83.3% chance to proc 107 dmg vs the Apoc proc's 33% chance to proc 107 dmg. In Fire Blast there is no advantage over the Apoc proc for slotting the ATO proc.
benumb needs 1 acc IO. You need to be able to hit higher level AVs with this ability with this ability, and you want to still be able to hit an AV with it if they go into a defensive godmode.
No damage resistance slotting in Arctic Fog is . I would move your reactive Armor set from Tough to this power. The dmg res in Fog is more valuable especially as it also buffs your team.
6 Oblits is really nice in Soul Drain. It gives the same defense bonus as Rectified Reticle and will max out it's recharge, as well as giving you valuable acc, rchg, and dmg set bonuses. The base damage is also quite nice on Soul Drain, and I do consider slotting for it to be worth it. Soul Drain on top of sleet actually does very respectable damage.
2x rchg/end IOs in Sleet
Knockback protection: You want either 4 or 12 protection, 8 isn't going to do much for you though.
Power Picks:
Drop Spring Attack for Aim. You've got plenty of AoE damage between Fireball, Fire Breath, RoF, Sleet, and Soul Drain, as well as knockdowns from sleet, Spring attack isn't doing much for you. Aim will be a nice damage buff, especially when you use it when moving between spawns so you're not eating up in combat time with it. Aim can also take 2 rectified reticle for that S/L def you were needing.
I would not drop either Shield. They are very valuable to teams. Teams without alot of buffers on them will flat out love the defense they are giving. Teams that are already at the 45% softcap will enjoy getting to the incarnate softcap of 59% during incarnate content or simply having an effective buffer against defense debuffs. (if you are at 55% defense, and you're hit with a 10% defense debuff, that debuff won't be dangerous to you until you're hit with another debuff before the previous wore off.
Challenge, not sure why you took this. If you took it for the set bonuses though, I'd drop it. Maneuvers slotted with 1 lotg and 5x red fortune (or just 5 red fortunes, since you've got your 5 lotgs already) will give you way more defense. Switching to Maneuvers from Challenge will give you enough defense to get rid of the 4 curtailed speed and still have over 45% defense with the other changes mentioned, giving you 3 more slots to play with.
Incarnates:
I would switch from Spiritual to Agility. I had Spiritual on my fire/cold orignally (as agility wasn't available at the time) as well, but agility just makes such an amazing difference it really is worth it. It's going to boost your defense making for an easier softcap, it's going to boost your team defense buffs, it's going to help Stamina and Heat Loss, and it's not that far behind Spiritual in recharge. The healing and stun really aren't going to be doing much for you with Spiritual.
Getting to 45% s/l seems, um, wasteful. Rebirth is 'nice' but barrier is as much of a life saver as rebirth can be; sometimes more (considering your resistance is so high that chances of getting 1 shot are much lower - rebirth is only buffing your regen, which is no good in case of taking 2 hits of > 1/2hp each).
I would drop one of the shields if the choice were up to me; the shields are useful but defense really, is available in crazy chunks around (VEATs, Barriers, Leadership). Hell when I team, I am rarely below 50% defense 'without' my barrier fired (40% with self-buffs), and often at 70%+ |
SL defense on a fire/cold is completely viable. (Kahlan's fire/cold corr used a S/L based fire/cold corr with scorpion shield, and he's solo'd the apex, tin mage, itf, etc with it as well) However there will be alot more getting through compared to going Melee/Ranged defense, and since Cold doesn't have any healing of it's own to patch up what does get through, Rebirth works very well when going S/L defense. S/L defense will be your primary mitigation, and Rebirth (and an occassional green insp) will cover whatever slips through your S/L defense.
Rebirth is much more valuable than Barrier if you are not using Barrier for softcap. Rebirth will not only get you to full, but keep you there for a good 10-15 seconds minimum. Past that it will still be a solid regen buff that will continue to pad your layered mitigation. Even on my own fire/cold that has 40% M/R defense before Barrier, I almost always switch to Rebirth or Clarion on teams (depending on the task and team) because with softcap (which is easily acquired from a couple of team mates with maneuvers) Rebirth is plain and simple going to do more for you and your team than barrier.
Thanks for the advice shinobi, the only reason i took challenge was to keep av's in my rains, and it has helped tremendously on both solo tfs and tfs without player with taunt, i'm curious how you managed to solo the itf without it, it's always part of my regular attack chain versus avs and gms because it always occured to me that the few seconds i lose by casting it more than make up for themselves by keeping the enemy in my patch.
I'll rework the build later today and will surely incorporate some of your advice, the artic fog slotting, and working with agility, tough i'm pretty sure I wont be able to stand losing spring attack, i've had it since the day it came out and really love the power, tough with the new build i will have an extra aoe in the form of soul drain :/. Also, thanks for the info on the ATO, hadn't really read much about em, but it is indeed much better to swap it to blaze, and for the benumb slotted, i already altered that on live but forgot to edit it on here .
EDIT:
So, i've played around with your suggestions, and decided to skip spring attack as you suggested, managed to reach all my objectives while still holding on to challenge. I'm pretty proud of that build, but am still interested to see if anyone has some more comments, or if anyone can tell me a decent strategy to keep avs inside the rain patches without a form of taunt.
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No Mids here so not sure what's in these builds but
I generally use an Immobilize to pin AV runners in place. Hence a fondness for Electricity Mastery on many of my defender/corruptor builds.
Doomguide
Thanks for the advice shinobi, the only reason i took challenge was to keep av's in my rains, and it has helped tremendously on both solo tfs and tfs without player with taunt, i'm curious how you managed to solo the itf without it, it's always part of my regular attack chain versus avs and gms because it always occured to me that the few seconds i lose by casting it more than make up for themselves by keeping the enemy in my patch.
... I'm pretty proud of that build, but am still interested to see if anyone has some more comments, or if anyone can tell me a decent strategy to keep avs inside the rain patches without a form of taunt. |
Keep in mind that Sleet's debuff is a tag based power. All you need to do is just get a single tick off on them and then they will be debuffed for the full 30 seconds, so if they run out of it it's not a big deal. Also in the same vein, it should be noted that Sleet has a tendancy to occassionally bug out if the Rain ends while the enemy is still in it, when this happens the debuff will end prematurely instead of running it's full course of 30 seconds. If the enemy runs out of the patch before Sleet stops raining it never bugs out. This is of course assuming they haven't fixed it at this point, but I doubt they have. It's not huge but it is worth mentioning.
Another option you have is to go Spectral Interface (75% chance for neg damage, 12.5% chance for immob). I haven't gotten this yet on mine as I had Reactive before Spectral was released, but eventually it is something that I was looking into testing. With rolling immob procs, even if its not a perma-immob it should help keep the AV in place quite a bit more often.
Here is what I believe will be my final build.
Compared to Dread's build, it may have advantages. But I'm not feeling very thorough today, so I didn't go that in depth in trying to compare the two.
40% melee defense
40% ranged defense
32% AoE defense
102.5% recharge with one purple set + superior ATO set.
22% global damage bonus.
It seems nice on paper, can't wait to test it out! =]
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Apocalypse - Damage/Recharge
- (3) Apocalypse - Accuracy/Damage/Recharge
- (3) Apocalypse - Accuracy/Recharge
- (5) Apocalypse - Damage/Endurance
- (5) Apocalypse - Chance of Damage(Negative)
- (A) Empty
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Accuracy/Damage/Endurance
- (9) Positron's Blast - Chance of Damage(Energy)
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Recharge Speed
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Superior Malice of the Corruptor - Accuracy/Damage
- (19) Superior Malice of the Corruptor - Damage/Recharge
- (19) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
- (25) Superior Malice of the Corruptor - Damage/Endurance/Recharge
- (27) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
- (27) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Defense/Endurance
- (23) Aegis - Resistance
- (23) Aegis - Resistance/Endurance
- (25) Aegis - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Stupefy - Accuracy/Recharge
- (33) Stupefy - Endurance/Stun
- (33) Stupefy - Accuracy/Endurance
- (33) Stupefy - Stun/Range
- (34) Stupefy - Accuracy/Stun/Recharge
- (34) Stupefy - Chance of Knockback
- (A) Steadfast Protection - Resistance/+Def 3%
- (34) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Accuracy IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (43) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Achilles' Heel - Chance for Res Debuff
- (36) Touch of Lady Grey - Recharge/Endurance
- (36) Undermined Defenses - Recharge/Endurance
- (A) Efficacy Adaptor - EndMod/Recharge
- (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (39) Performance Shifter - EndMod/Recharge
- (39) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Obliteration - Damage
- (42) Obliteration - Accuracy/Recharge
- (42) Obliteration - Damage/Recharge
- (42) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (43) Obliteration - Chance for Smashing Damage
- (A) Aegis - Resistance
- (45) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
------------
Level 2: Swift
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 21.5% DamageBuff(Smashing)
- 21.5% DamageBuff(Lethal)
- 21.5% DamageBuff(Fire)
- 21.5% DamageBuff(Cold)
- 21.5% DamageBuff(Energy)
- 21.5% DamageBuff(Negative)
- 21.5% DamageBuff(Toxic)
- 21.5% DamageBuff(Psionic)
- 12.88% Defense(Smashing)
- 12.88% Defense(Lethal)
- 13.5% Defense(Fire)
- 13.5% Defense(Cold)
- 12.56% Defense(Energy)
- 12.56% Defense(Negative)
- 6% Defense(Psionic)
- 19.75% Defense(Melee)
- 19.13% Defense(Ranged)
- 11.63% Defense(AoE)
- 45% Enhancement(Accuracy)
- 10% Enhancement(Range)
- 3% Enhancement(Stun)
- 102.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 128.5 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 2.2%
- MezResist(Stun) 6.6%
- 12.5% (0.21 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 20% RunSpeed
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Mine is very close to yours (on paper, haven't quite built it yet).
I'm at work on lunch so I will just use your build and tweak it to what I did with mine.
Where you've slotted in Brawl, I put Shield Breakers in Infridgiate for the added AoE def with very minimal loss in melee.
I also took the second Lucks on both shields and put one on Hasten and another on Heat Loss (with a end/acc) for the same 10% regen bonus but added acc on heat loss.
Soul Transfer slots health so I put a Regen+ in there to offset the loss you see from the second luck in a shield.
I believe that's it, but I'd have to recheck mine when I get home... I also moved some powers to make it more "leveling friendly"...
PS - I might have to steal the slotting for Sleet though... I'm sure mine is just a single set with bonuses (I think they were all Achilles).
| Copy & Paste this data into Mids' Hero Designer to view the build |
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So with the addition of archetype origin enhancements (ATOs), ATs accross the board have been given options to reach new heights that they wouldn't have been able to reach previously.
Fire/Cold Corr is probably my favorite build in the whole game. Previously my fire/cold ran on a 32.5% M/R/A defense build, hitting softcap with a single purple insp. In addition to solid defenses backed up by Dark Embrace for S/L/N resists, I had perma benumb, heat loss, hasten, and soul drain. And while the build was incredible it was also stretched quite thin in the inspiration department.
Cold Domination has no self healing and no mez protection. To be completely self sufficient I would need around 8 greens and 4 break frees to cover those holes, leaving me 8 insp slots for purples to softcap when needed. Now keep in mind that this was built for team play (lvl 50 TFs and Trials only) and speed content. When the TFs/Trials only take 15-30 minutes to complete that insp tray will typically last you the entirety of the tf/trial, especially when I would be softcapped from other player's buffs/maneuvers much of the time.
However with the addition of the corruptor ATO which grants 3.75% Ranged defense (non purple) I was finally able to get my defense up to 40% Melee and 39% Ranged, which is softcap with Barrier's 2 min buff (6% def all, 5% resist all) while still keeping my perma soul drain, heat loss, benumb, and almost hasten.
It's probably the most obnoxiously stretched build I've ever made. So I felt like sharing.
Anyways here's the build:
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Villain Profile:
------------
Level 1: Fire Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(27)
Level 1: Infrigidate Empty(A)
Level 2: Fire Ball SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(7), SMotCorruptor-Acc/Dmg/Rchg(7), SMotCorruptor-Dmg/EndRdx/Rchg(9), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(9), SMotCorruptor-Rchg/Dmg%(29)
Level 4: Ice Shield LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 6: Rain of Fire Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(15), Ragnrk-Dmg/Rchg(25), Ragnrk-Knock%(25), Ragnrk-Acc/Rchg(27)
Level 8: Fire Breath Posi-Dam%(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
Level 10: Glacial Shield LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 12: Aim GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Build%(13), GSFC-ToHit/Rchg(17), GSFC-ToHit(19), GSFC-ToHit/EndRdx(19)
Level 14: Hasten RechRdx-I(A)
Level 16: Super Speed Zephyr-ResKB(A)
Level 18: Blaze Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33), Apoc-Dam%(34)
Level 20: Arctic Fog Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(46), LkGmblr-Def(50)
Level 22: Combat Jumping LkGmblr-Rchg+(A)
Level 24: Boxing Amaze-Stun(A), Amaze-Acc/Rchg(29), Amaze-Acc/Stun/Rchg(34), Amaze-EndRdx/Stun(40), Amaze-Stun/Rchg(42)
Level 26: Tough GA-3defTpProc(A)
Level 28: Benumb Acc-I(A), RechRdx-I(34), RechRdx-I(45)
Level 30: Weave LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 32: Maneuvers RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-EndRdx(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39)
Level 35: Sleet Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(36), UndDef-Rchg/EndRdx(36)
Level 38: Heat Loss Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Rchg(43)
Level 41: Dark Consumption Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 44: Dark Embrace HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResDam/Def+(46)
Level 47: Soul Drain Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer RechRdx-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
------------
Level 1: Brawl T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(46)
Level 1: Scourge
Level 1: Sprint HO:Micro(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina EndMod-I(A)
------------
Set Bonus Totals:
21% DamageBuff(Smashing)
21% DamageBuff(Lethal)
21% DamageBuff(Fire)
21% DamageBuff(Cold)
21% DamageBuff(Energy)
21% DamageBuff(Negative)
21% DamageBuff(Toxic)
21% DamageBuff(Psionic)
12.88% Defense(Smashing)
12.88% Defense(Lethal)
10.38% Defense(Fire)
10.38% Defense(Cold)
14.75% Defense(Energy)
14.75% Defense(Negative)
6% Defense(Psionic)
19.75% Defense(Melee)
19.75% Defense(Ranged)
10.06% Defense(AoE)
64% Enhancement(Accuracy)
98.75% Enhancement(RechargeTime)
10% Enhancement(Range)
9% FlySpeed
124.5 HP (11.62%) HitPoints
9% JumpHeight
9% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 2.75%
MezResist(Immobilize) 4.95%
MezResist(Stun) 4.4%
16.5% (0.28 End/sec) Recovery
56% (2.5 HP/sec) Regeneration
7.88% Resistance(Fire)
7.88% Resistance(Cold)
14% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
Some notes:
----Because of how far I had to stretch this build to reach certain set bonus totals, this build desperately calls for enhancement boosters to get certain powers to be perma, additionally the original build was spiritual, whereas I had to switch to Agility to reach softcap, which was another 12% loss in recharge.
Basically the IO's that I had to use enhancement boosters on were:
Hasten: Rchg IO +5
All 3 IOs in Benumb got +2
All 3 IOs in Heat Loss got +5
The Defense IOs in Ice Shield and Glacial Shield got +3
The rchg/end IOs in Sleet got +2
I put some enhancement boosters in some other powers, however they weren't necessary to make the build work.
----Heat Loss is perma and will keep you topped out with just a single target (the self buff+the target hit).
----You can switch between Clarion and Rebirth if your team needs those buffs more. Typically you will be way above softcap on teams anyways without needing Barrier. Use Barrier for soloing or small team content or on teams without any passive defense buffs to keep you softcapped. This build is incredibly survivable with Barrier's 2 min buff or Rebirth if you don't need barrier.
----Yes I did 6 slot brawl and 5 slot boxing. It was impossible to hit the numbers that I did without slotting them as such.
----The Glad Javelin set in Fireball is the Malice of the Corruptor set.
Since mids hasn't updated with ATOs and enhancement boosters yet my ingame numbers are:
1393.5 hp
12.54 hp/sec
3.23 end/sec recovery without heat loss
1.87 end/sec Consumption
20% +dmg without soul drain
97.50% rchg without hasten
31.34% s/l res
31% f/c res
23.12% nrg res
17.1% neg res
0% psy res
17.1% Tox Res
39.32% Ranged Def
40.57% Melee Def
30.88% AoE Def
But yeah, basically I'm just sharing. If you have any comments, questions, or suggestions (always looking to improve it!), feel free to post
Edit: Updated with ATOs