Fire/time Vs Fire/Kin Vs. Fire/Dark (+critique my build please)


Beauregard

 

Posted

Hello, I'm looking for some advice on what to play and how to build it after returning after about 6 months. I have a lvl 50 fire/time (have all tier 4 incarnate slots) and I loved him. Time's ability to scrap in melee range at +4/x8 with easily softcapped positional defenses +tohit debuffs was amazingly fun, but now that Hami Os are no longer...bugged (the change made me wanna cry when I read about it) I'm not sure if I still want to play time. Granted I still need to test him with the new build I worked out at the bottom of the page.

I was thinking about switching to dark or kinetics, while still keeping fire cause...omg pwning dps rawr. I don't have any experience building kinetics or dark though so I would like some help. In the vain:

1) Is it possible given huge amounts of inf. to softcap positionals on dark or kinetics?

2) Which would do more damage completely IO'd and incarnated out? (I ask this question because even when I was playing my fire/time before I was constantly chasing more dmg.)

3) Would a Defender be a better choice for these combos for me given their higher buff and debuff numbers? (I searched and read extensively on this and it seems fire is still better in almost all cases on a corr....but Id like some assurance...)

4) Finally, which of the three (fire/time, fire/dark, fire/kin) would be best at soloing AVs and GMs given huge amounts of inf.?

Thank you in advance for any help you can give me with these things.

Here is my current fire/time build (it has all +5 enhancements and purples I know don't worry I have them ^_^)

http://www.cohplanner.com/mids/downl...26FD0F773659AD

Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(9)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 4: Temporal Mending -- Panac-Heal(A), Panac-Heal/EndRedux(46), Panac-EndRdx/Rchg(50), Panac-Heal/Rchg(50), Panac-Heal/EndRedux/Rchg(50)
Level 6: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31), Slow-I(34)
Level 8: Rain of Fire -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg(15), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(17), JavVoll-Acc/End/Rech(29)
Level 10: Boxing -- Empty(A)
Level 12: Aim -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(23), GSFC-ToHit(25), GSFC-Build%(25), GSFC-ToHit/EndRdx(27)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), S'fstPrt-ResDam/Def+(40), S'fstPrt-ResKB(40)
Level 16: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
Level 18: Blaze -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(19), SMotCorruptor-Acc/Dmg/Rchg(19), SMotCorruptor-Dmg/EndRdx/Rchg(21), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(21), SMotCorruptor-Rchg/Dmg%(27)
Level 20: Time Stop -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Ksmt-ToHit+(46)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def(37), RedFtn-Def/EndRdx(37), RedFtn-EndRdx/Rchg(39), RedFtn-EndRdx(39), RedFtn-Def/EndRdx/Rchg(39)
Level 26: Assault -- EndRdx-I(A)
Level 28: Distortion Field -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(33), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33)
Level 30: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(40), DefBuff-I(42)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Hasten -- RechRdx-I(A)
Level 38: Slowed Response -- Achilles-ResDeb%(A)
Level 41: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42)
Level 44: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(45), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(46)
Level 47: Dark Embrace -- GA-3defTpProc(A), GA-ResDam(48), GA-End/Res(48), GA-Res/Rech/End(48)
Level 49: Power Boost -- RechRdx-I(A)
Level 0: Marshal
Level 0: Invader
Level 0: Born In Battle
Level 50: Clarion Partial Core Invocation
Level 50: Storm Elemental Radial Superior Ally
Level 50: Reactive Radial Flawless Interface
Level 50: Pyronic Core Final Judgement
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Panac-Heal/+End(3), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run




P.S. Oh! One last thing I find that when I am doing +4/x8 a lot of times I don't even use distortion field, but I still need to lower the mobs' movement speed as much as possible which is why I have the slow debuff in TJ.

-Thank You!


 

Posted

Quote:
Originally Posted by Darkers View Post
1) Is it possible given huge amounts of inf. to softcap positionals on dark or kinetics?
Huge piles of influence are only necessary if you need enormous amounts of recharge. About the only real benefit you'll see defense-wise is the ability to slot the PvP global.

For Dark, you've got a small defense buff (Shadow Fall) and about twice the -hit that Time has. So you're probably going to not going to bother soft-capping all positionals, but instead try to get relatively close.

For Kinetics, you've got neither a defense buff nor -hit debuffs. But you do have rather significant -damage debuffs. So you're probably going to want to get within a purple's reach of soft-cap and then just concern yourself with surviving the hits (and healing up from them) rather than trying to dodge them all.

Quote:
2) Which would do more damage completely IO'd and incarnated out? (I ask this question because even when I was playing my fire/time before I was constantly chasing more dmg.)
Any time a question involves the phrase "more damage", the answer is "Kinetics".

Quote:
3) Would a Defender be a better choice for these combos for me given their higher buff and debuff numbers? (I searched and read extensively on this and it seems fire is still better in almost all cases on a corr....but Id like some assurance...)
For Dark, you don't get a whole lot for being a Defender. Tar Patch is basically the same and it's a control-heavy set, so the Corruptor version performs just about the same as the Defender version. And, yes, Fire Blast does a lot more damage as a Corruptor.

For Kinetics, the better buffs/debuffs coupled with the sheer busy nature of the set means that a Kinetics Defender will generally be both more survivable and harder hitting than a Kinetics Corruptor. Once you get the Lore pet, there's really no contest.

Quote:
4) Finally, which of the three (fire/time, fire/dark, fire/kin) would be best at soloing AVs and GMs given huge amounts of inf.?
Solo'ing AVs/GMs tends to be more about incarnate abilities, inspirations and temporary powers than anything else. While it's possible to come up with completely dysfunctional builds that can't solo an AV/GM, you have to work at it.

That being said, Dark is not one of the better "solo an AV/GM" sets because the primary damage increase (Tar Patch) is often negated by AV/GM simply running out of it.

Kinetics doesn't so much solo AV/GM as it watches the hyper-buffed Lore pet solo the AV/GM. Something to remember about Kinetics is that it's pretty much the only Corruptor secondary that has absolutely no buffs related to personal survivability (and even its debuffs related to personal survivability take some setup time). So any time you have to deal with anything unanticipated or spur-of-the-moment, you tend to get crunched.


 

Posted

Just for some perspective. I've had both a fire/kin and fire/time fully accoladed, IO'd, and incarnated out. The fire/kin remains one of my useful toons and the fire/time got stripped. While the fire/time can have absolutely ridiculous amounts of survivability, alot of that survivability isn't necessary and the lack of damage compared to the fire/kln is extremely noticeable.

Lack of any significant -regen compounds Time's lack of good offensive buffing/debuffing. While Kinetics doesn't have a large amount of -regen either it doesn't really need it because of how much raw dps it can put out, -regen is most important on sets that don't have that huge raw dps, like time, but it doesn't have it.

Even though Kinetic's won't achieve the same defensive numbers are Time can, or at the very least, as easily, it doesn't particularily need it either. Even on just 45% S/L defense, you will be able to avoid the majority of damage and use Transfusion to heal back what does get through. Transfusion is arguably the best heal in the game, and yes, that includes you too, Dark Regeneration. Also to note, since Kinetics has zero need for reds, blues, bfs (with clarion), or many greens, it can fully stock up on purples/oranges to match time's survivability when necessary with some smart inspiration management. No amount of reds will ever bring Time up to Kinetic's level of dps in any form of consistancy.


 

Posted

Fire/Kin can get good defense, but because of better AT modifiers on Defenders, the Defender can get there easier. Plus you don't have to wait till level 38 to get Fulcrum on a Defender. That said, the corr will do much more damage, especially after Scourge starts kicking in.

Also, as it stands on Beta, the Melee tree of the hybrid slot buffs your resistance to all damage types up to 30%. Coupled with high defense and the huge amount of -dam that kin can pump out, you'll be one tough cookie.