Dark Blast? DEF or COR?
Dark Blast and Traps has some good cohesion.
To-Hit debuffs stack well with FFG and Seekers
AoE immob means they won't be running from Acid Mortar or off Caltrops
Dark has a heal in it, something that Traps lacks. Traps does have a good Regen power though.
The AoE stun in Dark Blast should stack with Seekers, not sure how useful that will be in practice though.
It may seem a bit whacky in concept, but it is quite viable in practice.
Cool. I think I would like the combo.
If I combined Dark with Traps, should I be a Defender or a Corruptor?
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
It's a touch easier to reach the softcap to all positions with a Defender. However, you might want to factor in how awesome Scourge is with the DoT nature of Dark Blast and consider that the Glad 3% IO is about 300m.
When there is no room left in Hell, the Dead shall walk the earth.
Traps is pretty much always better on a Corr. The damage of Defender Time Bomb doesn't even match Corr Trip Mine.
If you pair it with another set, and team at least a moderate amount, I would say go Defender (Radiation Emission could be a very good choice). Defenders are almost invariably better for a team than a Corr, though certain sets do present anomalies (Traps being one of them).
For an example Dark/Traps concept, might I suggest looking into the trainer (I forget his name) on Striga Isle? His powersets differ, but his dark powers come from a nanite he developed that releases the form of matter/energy responsible for the power effects. It seems to mesh well with a Dark Blast/Traps character.
@Rorn ---- Blue Baron ---- Guardian
It sounds like you will be wanting scourge.
I normally prefer the higher defense of Defenders, but in a way, I want to get my attacks sooner, and have longer to space out the slots on the Traps side, and I am actually quite happy with the defense numbers I seem to be able to get endgame even on a Corruptor. Not incarnate softcap (other than melee) but still good.
So I think I am leaning towards Corruptor.
Thanks!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
I think I will go with this build. I know that Snipes are about to be improved but I dont have any interest in Moonbeam regardless.
Villain Plan by Mids' Villain Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ COR DARK TRAPS: Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(19)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(19)
Level 4: Caltrops -- P'ngTtl-Dmg/Slow(A), TmpRdns-Dmg/Slow(5), CtlSpd-Dmg/Slow(5), TmpRdns-EndRdx/Rchg/Slow(37)
Level 6: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 8: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(40), Range-I(40)
Level 10: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-Acc/EndRdx/Rchg(23), AnWeak-Acc/Rchg/EndRdx(43)
Level 12: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(40)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46), Zephyr-Travel(48)
Level 16: Force Field Generator -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(17), LkGmblr-Rchg+(17)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(25)
Level 26: Life Drain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-%ToHit(42)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(34)
Level 32: Blackstar -- MotCorruptor-Acc/Dmg(A), MotCorruptor-Dmg/Rchg(33), MotCorruptor-Acc/Dmg/Rchg(33), MotCorruptor-Dmg/EndRdx/Rchg(33), MotCorruptor-Acc/Dmg/EndRdx/Rchg(34), MotCorruptor-Rchg/Dmg%(34)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(39)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Summon Disruptor -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(50), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
Level 1: Brawl -- Acc-I(A)
Level 1: Prestige Power Dash -- EndRdx-I(A)
Level 1: Prestige Power Slide -- EndRdx-I(A)
Level 1: Prestige Power Quick -- EndRdx-I(A)
Level 1: Prestige Power Rush -- EndRdx-I(A)
Level 1: Prestige Power Surge -- EndRdx-I(A)
Level 1: Scourge
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25)
Level 50: Cardiac Total Core Revamp
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Might I suggest picking up scorpion shield at 35 instead of 41. The reasons for this a two fold. First it would give you the shield on lvl 30+ Tfs. Citadel, Leviathan, Manticore, Katie Hannon. So you would have better defense while pushing through the last 15 lvls and get it on a couple of TFS. 2ndly Trip Mine is not really as vital on a team as most will not stop to let you place a few of em, so they are only really good for toe bombing and between layering traps with dark blast I am not sure they are worth the time to drop even in a team setting. Ymmv and bear in mind I am one who almost never takes trip mine to begin with so I might be a bit biased.
Generally I find very situation, it's great in those situations but I find them few and far between. Again just my thoughts on the power choices, you could easily pick up trip mine at 38.
All,
I am trying to make a Dark Blast character. I dislike Blasters. I used to have a Storm/Dark Defender who I liked, but I had not touched her in years, and I am kinda burned out on Storm, and I needed the name, so I deleted her.
So I kinda want to get back into Dark Blast and add one to my stable. Any suggestions on a DEF or COR set to pair this with, and whether to be a DEF or COR?
I think the sets that interest me most right now are Force Fields (always), Time (meh, but not opposed), and Traps (greatest interest).
The sets that interest me the least are Trick Arrow, Sonic, and Dark Miasma (I dont like matching powersets).
Any suggestions? Dark/Traps and Traps/Dark are appealing to me because they seem wacky, and I like wacky, but I just wanted to see if anyone had any strong feelings or warnings about power sets or DEF vs COR.
Thanks,
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan