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Unclemarty

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Everything posted by Unclemarty

  1. Thanks for the build Bill Z! I might not be interpreting the build on Mids right but it looks like that one goes to 16? I used your build as inspiration and sprinkled some unique IOs in. Only 1 attack feels bad, but it seems like in full teams, Taunt may be required. If Taunt were skipped, I would replace it with Titan Sweep and slot both Tanker uniques into it. Would it be ok to skimp on AoE def here with the idea that early enemies usually don't have AoE attacks?
  2. I totally love my radiation tank at 50, but would resist-based tanks work well at low levels? I am worried that the lack of defense might mean I’m eating a bunch of debuffs. I just remember back on live running around atlas park and getting beat by vahzilok with their debuffs lol. I like your suggestion of dark though. It’s a hybrid set with def and resistance? Maybe I could softcap defense early with a bit of resists by using the parry attacks falcon mentioned too...
  3. I’m not too familiar with fire but I’ve heard it’s mostly an offensive/ fire farming set that is not as durable as other options. How does it hold up in normal content? Do you think fire could hold up to an alpha strike of +3 x 8 when on a full team at those low levels?
  4. I am thinking of rolling 2 tanks that could take on some difficult low level content. The first I’d like to level lock at 12 and the second I would level lock at 22. I wouldn’t be soloing with these tanks but Ideally I would like to be able to stand up to +3 difficulty without falling flat. Any advice on which primary and secondary would be good for this situation? Im particularly looking for early blooming sets that would not need later powers to be durable. Any recommendations would be appreciated!
  5. Hi Everyone, I have been fiddling around with a Water/Kin corruptor build for a while with a goal of soloing a 54x8 ITF. I've been running into some issues with optimizing between damage and survivability so I'm hoping ya'll experts could offer some advice. First off: here is the build I'm currently running with a focus on ranged defense. (1st post, I apologize if the formatting is weird) This Villain build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Water Blast Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Power Pool: Leadership Ancillary Pool: Psychic Mastery Villain Profile: Level 1: Hydro Blast (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (3) Thunderstrike - Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (7) Thunderstrike - Damage/Endurance/Recharge Level 1: Transfusion (A) Doctored Wounds - Heal (7) Doctored Wounds - Heal/Recharge (9) Doctored Wounds - Heal/Endurance/Recharge Level 2: Water Burst (A) Force Feedback - Chance for +Recharge (13) Superior Scourging Blast - RechargeTime/PBAoE +End (19) Superior Scourging Blast - Accuracy/Damage (21) Superior Scourging Blast - Damage/RechargeTime (21) Superior Scourging Blast - Accuracy/Damage/RechargeTime (23) HamiO:Nucleolus Exposure Level 4: Super Speed (A) Celerity - +Stealth Level 6: Boxing (A) Empty Level 8: Tidal Forces (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (9) Recharge Reduction IO Level 10: Siphon Speed (A) Recharge Reduction IO Level 12: Arcane Bolt (A) Force Feedback - Chance for +Recharge (23) Superior Winter's Bite - Accuracy/Damage (27) Superior Winter's Bite - Damage/RechargeTime (33) Superior Winter's Bite - Accuracy/Damage/Endurance (34) Superior Winter's Bite - Accuracy/Damage/Recharge (34) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 14: Tough (A) Unbreakable Guard - +Max HP (15) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - RechargeTime/Resistance (17) Gladiator's Armor - TP Protection +3% Def (All) (19) Steadfast Protection - Resistance/+Def 3% Level 16: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: Hasten (A) Recharge Reduction IO (43) Recharge Reduction IO Level 20: Speed Boost (A) Preemptive Optimization - Accuracy/Recharge (46) Preemptive Optimization - EndMod/Endurance (46) Preemptive Optimization - EndMod/Recharge (46) Preemptive Optimization - EndMod/Accuracy/Endurance (48) Preemptive Optimization - EndMod/Accuracy/Recharge (49) Preemptive Optimization - EndMod/Endurance/Recharge Level 22: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 24: Rune of Protection (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Endurance/RechargeTime (27) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Steam Spray (A) Artillery - Accuracy/Damage (34) Artillery - Damage/Endurance (36) Artillery - Damage/Recharge (36) Artillery - Accuracy/Damage/Recharge (36) Artillery - Accuracy/Recharge/Range (37) Artillery - Endurance/Recharge/Range Level 28: Dehydrate (A) Superior Malice of the Corruptor - Accuracy/Damage (29) Superior Malice of the Corruptor - Damage/Recharge (29) Superior Malice of the Corruptor - Accuracy/Damage/Recharge (31) Superior Malice of the Corruptor - Damage/Endurance/Recharge (31) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge (31) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage Level 30: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Kismet - Accuracy +6% Level 32: Geyser (A) Artillery - Accuracy/Damage (37) Artillery - Damage/Endurance (37) Artillery - Damage/Recharge (39) Artillery - Accuracy/Damage/Recharge (39) Artillery - Accuracy/Recharge/Range (39) Artillery - Endurance/Recharge/Range Level 35: Transference (A) Preemptive Optimization - Accuracy/Recharge (43) Preemptive Optimization - EndMod/Endurance (43) Preemptive Optimization - EndMod/Recharge (48) Preemptive Optimization - EndMod/Accuracy/Endurance (50) Preemptive Optimization - EndMod/Accuracy/Recharge (50) Preemptive Optimization - EndMod/Endurance/Recharge Level 38: Mass Hypnosis (A) Call of the Sandman - Chance of Heal Self (45) Fortunata Hypnosis - Chance for Placate (45) Fortunata Hypnosis - Sleep/Endurance (47) Fortunata Hypnosis - Sleep/Recharge (47) Fortunata Hypnosis - Accuracy/Sleep/Recharge (48) Fortunata Hypnosis - Accuracy/Recharge Level 41: Mind Over Body (A) Unbreakable Guard - Resistance (42) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - Endurance/RechargeTime (42) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 44: Tactics (A) To Hit Buff IO Level 47: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Fulcrum Shift (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Scourge Level 1: Brawl The gameplan is usually to stealth into the mob and sleep them with mass hypnosis, then fulcrum shift and back out to range before unloading with AOEs. I have found that 1 round of AOE + fulcrum shift deletes minions and some lieutenants, But I am not getting enough damage to chew through bosses well. The single target damage usually isn't good without a saturated FS up either. Before testing this build, I had a more procced out version that sacrificed ranged def set bonuses for much better damage, but I didn't get far with that version either. I've considered trying to build for melee def but I have no debuff resistance and the -def of the ITF content has me wary about staying in melee too long. Do you think a solo 4x8 is possible with this powerset combo? Should I be leaning on temp powers more? Should I adjust the attack strategy or build? Any advice would be appreciated. Thanks!
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