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Tomgreen1

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  1. This is out of date come this new update (in a week). Force field becoming way more viable though so it can be updated pretty similar and be decent.
  2. Ice blast has some of the best proc chance slotting/cast animations in the game so ice blast will outdamage elec if proc slotted. So if you aren't going to sap at all with the elec and just are going pure damage ice will be the min max choice.
  3. There is no dispel power in the game so you cast heat exhaustion and can run around for a bit and they lose end it's very hard to deal with.
  4. Thermal in pve isn't top tier but it has some stuff going for it. Melt armor is good vs mobs or boss. Heat exhaustion is good vs boss to reduce their damage. Forge is a good teammate buff, and thermal has a good low cooldown aoe heal spam + another heal which combines well if you target bind combat teleport with 2 ranged IO's in it then you just click your teammates name on the team bar press the key and your right next to them to heal them. (combat teleport is undervalued in support classes for purposes like that, but it's only good if you make a target bind for it then it's really fun) So thermal has lots of healing capabilities for the team if you are ontop that with combat teleport or getting near teammates. That's it's main boon over something like empathy because then it still has melt armor and heat exhaustion for bosses. My build for thermal was a very greedy pvp single target style though.
  5. Most hardmodes consist of half corruptors and most of those are /cold. That's the point of a challenge like this because this would really be the true hardmode. Imagine if homecoming devs released a hardmode TF option that limited class composition stacking. Expert mode.
  6. Epoch has a high end elec/kin corruptor that works well and he solo fire farms with it. You really only need to worry about -recovery if you are trying to endurance sap gms/avs/pvp. In basic pve 54 mobs you can just sap their end (with thunderous/shortcircuit) and not worry about recovery really because your team will kill before they regain it or you can follow up with just a short circuit 7 seconds later to keep them at 0. The -recovery is moreso for trying to let really strong opponents never be able to attack. Some of those AV's/GM's have 0 endurance attacks even if you fully sap them but they arent as strong as their other attacks and only about half have those. My elec/thermal sapper is really fun to mess with vs gms. You could go ice blast just for damage I don't really see how ice blast's -recharge secondary would combo with thermal if you were trying to do something besides just damage though. That elec/thermal build I posted is a pvp build though it does work in pve and it does do decent damage and I played it a lot in pve and it did well but there is room for pve improvement because some of those choices are just for pvp (you wouldn't need teleport and fly ect). Shocked adds 20% damage or so and has a higher chance to go off the lower their end is. Mid's can't really calculate that, but with powerboost thunderous the entire 54 mob if slotted like the pvp build will have 0 end. Short circuit same deal but its aoe can't hit an entire mob it can hit half and you just do it twice. Clarion + Special incarnate works also besides power boost.
  7. This build saps with chargeup+powerboost (or clarion incarnate when power boost is down if not taking barrier) then thunderous blast will 100% sap any 54 mob. When thunderous is down use short circuit and same deal. Rotate powerboost with the clarion incarnate +special side when the other is down. Power boost then bubble your teammates for massive defense boosts. Make sure to powerboost before buffing them every 2minutes when the shields wear off it will make them 80% better defense. Basically this build provides insanely strong defense bubbles with use of powerboosted shield buffing and also will sap entire mobs with powerboosted thunderous blast/shortciruit. It also does moderate damage with a decent attack chain. Cast repulsion bomb every time it is up on mobs to get the Force Feedback to proc and you will have utterly insane cooldowns on this build and be able to sap every other mob with powerboosted thunderous blast so they can't attack your party. Lightingbolt>repulsionbomb>zap does decent damage once you are done sapping the enemies. This build is very rare, this build is extremely good and lots of skill level difference based on how good a player is playing it. There is a lot they can do with it. The powerboosted bubbles plus sapping will really make it hard for your team to die. If you want to do Hardmode task forces maybe take the barrier destiny over clarion and just lose that sapping alternative when powerboost is down, because teams will like it more if you have barrier every 2 minutes for them as well. Barrier is all around the better choice to give you and teammates an insanely strong change of not getting hit with your bubbles on top. If you really like the sapping side then take Clarion +special. The repulsion field will drain your endurance quickly if you use it on large mobs, but with the knockdown conversion in it, it won't bug teammates throwing enemies around and it's an extra way to contribute knockdowns. Not needed though just fun extra thing if soloing ect.. Your powerboost is up half the time thanks to repulsion bomb hitting mobs proc'ing force feedback (Absolutely use this everytime on mobs when it is up FF is insane). When powerboost is up you are hard to hit. Personal force field is good if you are getting focused especially when powerboost is down. You don't want to run this all the time because you can't damage enemies so bind it to a panic key if you start getting hit press it move away then turn it off and hop back in the combat. /bind P powexec_name personal force field Just tap P every time you are focused then to toggle it on or off! With powerboost Force field this build way outperforms /cold in terms of defense. This is very viable for hardmode TF's. When power boosted bubbles on teammates plus your aoe bubble hovering on them + maneuvers you are giving them all +50% defense all. This defense on top of barrier incarnate means nobody is getting hit. The FF in repulsion bomb keeps you power boosted half the time. The sapping of every other mob with powerboost+thunderous also makes every other mob just sit there not able to attack. Then you have a nice damage chain to lay out moderately high damage. This Villain build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Electrical Blast Secondary Power Set: Force Field Power Pool: Leadership Power Pool: Flight Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Charged Bolts (A) Superior Scourging Blast - RechargeTime/PBAoE +End (3) Superior Scourging Blast - Damage/RechargeTime (3) Superior Scourging Blast - Accuracy/Damage/RechargeTime (5) Superior Scourging Blast - Damage/Endurance/RechargeTime (5) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime (7) Superior Scourging Blast - Accuracy/Damage Level 1: Personal Force Field (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Lightning Bolt (A) Superior Malice of the Corruptor - Accuracy/Damage (7) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage (15) Superior Malice of the Corruptor - Damage/Recharge (17) Superior Malice of the Corruptor - Accuracy/Damage/Recharge (17) Superior Malice of the Corruptor - Damage/Endurance/Recharge (19) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge Level 4: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 8: Charge Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (21) Gaussian's Synchronized Fire-Control - To Hit Buff Level 10: Deflection Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense (48) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge Level 12: Hasten (A) Recharge Reduction IO (25) Recharge Reduction IO Level 14: Insulation Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Endurance Level 16: Tactics (A) To Hit Buff IO Level 18: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Blessing of the Zephyr - Knockback Reduction (4 points) (25) Shield Wall - +Res (Teleportation), +5% Res (All) (27) Reactive Defenses - Scaling Resist Damage (27) Kismet - Accuracy +6% Level 20: Short Circuit D-Sync Origin:D-Sync Conduit Level 22: Zapp (A) Gladiator's Javelin - Chance of Damage(Toxic) (33) Sting of the Manticore - Chance of Damage(Toxic) (33) Apocalypse - Damage (34) Apocalypse - Damage/Recharge/Accuracy (34) Apocalypse - Chance of Damage(Negative) (34) Apocalypse - Damage/Recharge Level 24: Boxing (A) Empty Level 26: Voltaic Sentinel (A) Expedient Reinforcement - Resist Bonus Aura for Pets (29) Expedient Reinforcement - Accuracy/Damage/Recharge (29) Expedient Reinforcement - Accuracy/Recharge (36) Expedient Reinforcement - Damage/Endurance (37) Expedient Reinforcement - Endurance/Damage/Recharge (37) Expedient Reinforcement - Accuracy/Damage Level 28: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Dispersion Bubble (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Luck of the Gambler - Defense (36) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Endurance/Recharge Level 32: Thunderous Blast D-Sync Origin:D-Sync Conduit Level 35: Tough (A) Steadfast Protection - Resistance/+Def 3% (42) Reactive Armor - Resistance (42) Reactive Armor - Resistance/Endurance (42) Reactive Armor - Resistance/Endurance/Recharge Level 38: Dark Embrace (A) Gladiator's Armor - Resistance (40) Gladiator's Armor - End/Resist (40) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance Level 44: Repulsion Bomb (A) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (45) Ragnarok - Damage/Recharge/Accuracy (45) Ragnarok - Recharge/Accuracy (46) Ragnarok - Chance for Knockdown (46) Force Feedback - Chance for +Recharge Level 47: Power Boost (A) Recharge Reduction IO (48) Recharge Reduction IO Level 49: Repulsion Field (A) Endurance Reduction IO (46) Sudden Acceleration - Knockback to Knockdown Level 1: Scourge Level 1: Brawl
  8. This is what they didn't want you to find out. It is Vanilla Ice. The likeness is exact. Here he is even seen hanging with a superpowered turtle.
  9. It would be fun to see this attempted. It would make the developers happy to see everything used lol.
  10. Complete Hardmode TF with the following mixture composition for bragging rights.
  11. Well going more recharge means more powerboost which means more defense/-tohit. It's a tradeoff of consistency vs spike usage with yours being the consistent. The recharge has the added benefit of more aoe attack spam and oil slick ect. So this build has 15 second uptime of powerboost followed by 21 seconds of downtime. Depends on how you are mob hopping because the powerboost+flash arrow nearly doubles the -tohit and that lasts 60 seconds on the same mob. Ideally you would have the bubble incarnate and Eye of the Magus accolade to trade off on down times of powerboost as well to add defense. So it would require a more thinking playstyle but it comes with higher damage than the consistent route. Powerboost plus flash arrow is just an amazing combo and feels good.
  12. Here is a fire/trick arrow build that is pretty fun. It relies on powerboost + flash arrow to make mobs miss. Flash arrow is an insane skill that debuffs to hit for 60 seconds in a massive aoe and only needs to be cast once. (It wont stack so don't cast more than once per mob) That -tohit plus some defense slotting and powers makes the mob not able to hit you well on this build. Power boost ups the -tohit debuff and ups your defense for 15 seconds. The build also has a lot of aoe options fireball/rain of fire/oil slick arrow(ignite this with fireball). Disruption arrow for aoe -resistances and then acid and entangling arrow if you want single target boss -resistances for tougher enemies. Take the muscular Partial Radial Revamp alpha incarnate to add to the -tohit of flash arrow. Make sure to run hover+maneuvers+weave while fighting for the added defense. Lead versus all mobs with a flash arrow in the center. And ideally with powerboost first then flash arrow. This Villain build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Fire Blast Secondary Power Set: Trick Arrow Power Pool: Speed Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Fire Blast (A) Superior Winter's Bite - Accuracy/Damage (3) Superior Winter's Bite - Damage/RechargeTime (3) Superior Winter's Bite - Accuracy/Damage/Endurance (5) Superior Winter's Bite - Accuracy/Damage/Recharge (5) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (7) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 1: Entangling Arrow (A) Gravitational Anchor - Immobilize (7) Gravitational Anchor - Recharge/Accuracy (9) Gravitational Anchor - Immobilize/Recharge/Accuracy (9) Gravitational Anchor - Immobilize/Endurance (11) Gravitational Anchor - Immobilize/Recharge Level 2: Flash Arrow (A) To Hit Debuff IO (21) To Hit Debuff IO (21) Recharge Reduction IO (23) Accuracy IO Level 4: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO Level 6: Boxing (A) Absolute Amazement - Stun (25) Absolute Amazement - Stun/Recharge (25) Absolute Amazement - Stun/Endurance (27) Absolute Amazement - Stun/Recharge/Accuracy (27) Absolute Amazement - Recharge/Accuracy Level 8: Rain of Fire (A) Ragnarok - Damage (29) Ragnarok - Damage/Recharge (29) Ragnarok - Damage/Recharge/Accuracy (33) Ragnarok - Recharge/Accuracy (45) Ragnarok - Damage/Endurance Level 10: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (31) Blessing of the Zephyr - Knockback Reduction (4 points) Level 12: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense Level 14: Glue Arrow (A) Slow IO Level 16: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) Level 18: Fire Ball (A) Superior Scourging Blast - Damage/RechargeTime (33) Superior Scourging Blast - Damage/Endurance/RechargeTime (33) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime (34) Artillery - Accuracy/Damage (34) Artillery - Accuracy/Recharge/Range (34) Artillery - Accuracy/Damage/Recharge Level 20: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 22: Blaze (A) Superior Malice of the Corruptor - Accuracy/Damage (36) Superior Malice of the Corruptor - Damage/Recharge (36) Superior Malice of the Corruptor - Accuracy/Damage/Recharge (37) Superior Malice of the Corruptor - Damage/Endurance/Recharge (37) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge (37) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage Level 24: Acid Arrow (A) Achilles' Heel - Chance for Res Debuff (39) Annihilation - Chance for Res Debuff Level 26: Blazing Bolt (A) Gladiator's Javelin - Chance of Damage(Toxic) (39) Apocalypse - Chance of Damage(Negative) (39) Sting of the Manticore - Chance of Damage(Toxic) (40) Superior Scourging Blast - RechargeTime/PBAoE +End (40) Superior Scourging Blast - Accuracy/Damage (40) Superior Scourging Blast - Accuracy/Damage/RechargeTime Level 28: Disruption Arrow (A) Recharge Reduction IO Level 30: Evasive Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Inferno D-Sync Origin:D-Sync Empowerment Level 35: Oil Slick Arrow D-Sync Origin:D-Sync Optimization Level 38: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Shield Wall - +Res (Teleportation), +5% Res (All) (45) Luck of the Gambler - Defense/Endurance (48) Reactive Defenses - Scaling Resist Damage (48) Luck of the Gambler - Defense Level 41: Dark Embrace (A) Unbreakable Guard - +Max HP (46) Steadfast Protection - Resistance/+Def 3% Level 44: EMP Arrow (A) Accuracy IO (45) Recharge Reduction IO Level 47: Power Boost (A) Recharge Reduction IO (48) Recharge Reduction IO Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense/Endurance/Recharge Level 1: Scourge Level 1: Brawl
  13. Yeah my version is fubar if you are trying to play alone too glass cannon. If you aren't taking hits such as just team playing then the full lean in towards damage is fine lol. Making a more tanky water/kin variant because seismic animations although extremely high damage and low cast times are just the worst looking set in the game.
  14. If the ai in pve doesn't run from the poison trap aoe then that would be insanely good alongside a sapper elec setup. I have to cast heat exhaustion and use the sentinel and keep attacking with elec to keep gm's from getting above 0 end and attacking again. That poison gas numbers if they don't run from it probably could have you just go afk and they stay sapped. Defender sapper is stronger at sapping but my corruptor already saps the 54's fully so wasn't needed in the elec sense. But yeah if the secondary sets gains are worth losing the corruptors damage and if you wanted to go full support then defender makes more sense.
  15. Epoch's version above is much less squishy and can be solo played.
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