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Redlynne

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Everything posted by Redlynne

  1. I've noticed that Twinshot in the Level 5-9 part of the arc is especially susceptible to this issue ... and by that I mean RELIABLY ... as in every single time, on every alt I've run through Proton's lab, Twinshot does this EVERY time. Curiously enough, the other NPCs don't have this problem (and there are multiple who ride the elevators with your PC). I'm thinking that the scripting on Twinshot's pathing might offer a useful clue for resolving this issue, if anyone is brave enough to go down into the guts of the coding with a flashlight, a #2 pencil and a surplus 286 processor (or words to that effect).
  2. I was afraid that was going to be the answer (when in doubt, CLEAN LOAD!) but was hoping there might be an alternative or useful testing to assist any research on your side of things. +1 Inf anyway. Downloading fresh copy now.
  3. It's been more than 12 hours and this issue still persists. I wonder if Island Rum is (for some unexplained reason) trying to connect to Justin (which is DOWN) as part of its verification process ... failing to contact Justin ... and then just completely failing to launch Homecoming at all. Which is odd, because Island Rum had been working fine since it was downloaded until this problem started cropping up this week.
  4. FOUND IT! Reference links: ... ... ... ...
  5. Because unlike the Fly/Jump/Run Stealth IOs which "disengage" when the power they're in is toggled off, the Teleport Stealth IO will persist (for like 2 minutes is it?) after use of Teleport. This means you can Teleport (to activate the Stealth IO), recover back up to full and not need to keep an endurance draining toggle (like Sprint) running in order to keep the Stealth buff in effect (for a little while). As an additional logistical consideration, since I'm playing a Peacebringer and a Warshade I didn't want to go to the trouble of trying to figure out where the Stealth IO wound up getting slotted on each Kheldian. Standardization allowed the Player a greater degree of commonaltiy (read: laziness) when it comes to knowing which options do what. Dwarf Step then becomes the obvious option since it is the one Teleport power that both (Tri-form) Kheldians share in common, freeing up Sprint for other options. Additionally I've never felt like I needed to use Dwarf Teleport for zone travel, since I'd either use Human or Nova Forms for that purpose of being able to navigate around zones. This means that Dwarf Teleport is relegated to being a short range "combat" teleport for getting out of area denial patches, for which Range (and to a lesser extent, Endurance Reduction) are not as necessary ... meaning that the Stealth IO can fit into Dwarf Teleport to provide a "stealth on demand" performance at the cost of Form shifting into Dwarf and using the Teleport power, after which the Stealth effect persists for a couple of minutes and can therefore be "used" by ANY Form, not just Dwarf Form, including stacking with any Human Form Stealth powers and offering an additional safety margin to flying around in Nova Form (just in case). However, you're welcome to slot something (anything) else into Dwarf Teleport should the need strike your fancy.
  6. You're missing 3 (okay, 4 really) things: SO strength enhancement values Enough slots for your Defensive powers (and your attacks, let's be honest here) Lucky Evasion Super Reflexes is something of a "late bloomer" as a set. It's going to be blood, sweat, tears and more than your fair share of faceplanting until you start getting 3 slots per level up instead of only 2, and can finally start adding 2 levels worth of slots between power picks so as to finally start rounding out your build. SO strength enhancement values don't really arrive until Level 22+. Level ups that yield 3 slots instead of 2 don't start happening until Level 31+. You don't start getting 2 levels worth of slots per power pick until Level 33+. Realistically speaking, you're basically "doing penance" until Level 22 when you can finally start to get your footing/grounding with Super Reflexes. It then takes you getting through the 30s and 40s to finally round out and finish all of your slotting, both for base enhancement levels but also for set bonuses to close the gaps you'll have, before you can become REALLY powerful. So stick with it. You're almost up to the first major breakpoint where things start (finally) looking up for you. The funny thing is that if you come back and exemplar the content that has been kicking your butt up to now after reaching Level 50, you'll be left wondering what it was about this time that was so difficult for you. Answer: enhancement strength and having enough slots in your powers
  7. Hehe, really though, should not be challenging assuming they have full client/server code base. Just because something is easy to SAY in a forum(!) doesn't ipso facto mean it's easy to program(!) when dealing with spaghetti code this ancient (and poorly designed to begin with).
  8. As of the time of this posting, my Island Rum client refuses to launch Homecoming, even though the Homecoming Status page shows all servers are up except for Justin. Launch Island Rum Using https://forums.homecomingservers.com/update/manifest.xml in manifests, as per GM Widower recommendation (see link) Ready to Play Click Play button Launching Homecoming ... ... ... Ready to Play Click Play button Launching Homecoming ... ... ... Ready to Play ... wash, rinse, repeat ... This also happened earlier this week, but since that was associated with server maintenance, I figured that the behavior was due to the Homecoming servers simply not being available. Is there an explanation for this behavior by Island Rum? Should I be concerned that the launcher doesn't even throw an error message for failing to launch the City of Heroes client?
  9. /em polite cough Spiderman does not have Hulk or even Kryptonian levels of super strength. Stronger than an average human? Sure, by a good bit. REALLY super strong? There are plenty of comparisons that put Spiderman towards the "lower end" of the super strength scale. You even provided one. If anything, I'd argue that Spiderman would translate to City of Heroes as more of an Electric Control/Electric Assault Dominator ... with the special effects swapped out for webs instead of electricity/lightning ... for that playstyle of preferring to neutralize foes by binding them up with webbing rather than going for the fist to the face as a first answer to every confrontation or for a knockout blow display of physical power. Besides, the Dominator TAUNTING their victims for being helpless against the Dominator really fits in with Spidey's habit of taunting/critiquing his adversaries while he makes them look like fools in combat. That kibitzing/commentary on how the fight is going while the fight is in progress is totally a Controller/Dominator habit.
  10. If you're going to put Overwhelming Force into Ninjas, you are FAR better off slotting the KB>KD proc into Genin, because Genin will throw a LOT more attacks than the Oni will, resulting in a Chuck Lots Of Dice! response to being able to get the Knockdown proc to happen. It's even funnier with the Exploding Shuriken the Genin will throw with the Level 32 upgrade.
  11. /em polite cough Guts ... not a Scrapper. Just FYI ... ^_~
  12. Counter-proposal. I'd settle for adding a -Range Debuff effect to all of the Force Field powers that can attack/affect Foes, forcing them to "get in closer" than they otherwise would have wanted to and offering an asymmetrical Range Advantage to the Force Field bubbler. That's because if you can successfully outrange your opponent(s), you can attack them while they can't attack you. You'd want to rig it, game mechanically speaking, so that each Force Field attack power would have a Effect does not stack from same Caster modifier on the -Range debuffing attribute so as to encourage a repeat use of those attack powers in order to refresh/sustain/deepen the stack of -Range debuffing on your $Target(s). Note that this would open up an opportunity for a variation on a them with the Sonic counterpart, in that you could rig the Sonic counterpart to NOT have the Effect does not stack from same Caster modifier on its attack powers, but the Sonic versions offer a lower -Range debuff amount which has a longer duration ... meaning that Sonic would need to "ramp up" to reach (and surpass?) the amount of -Range Debuffing that Force Field offers, placing a greater "load" on the Sonic version to cast those attack powers (repeatedly) in order to achieve a comparable "depth" of debuff stacking. Either way, design with an intent for getting the -Range Debuff stack up around -50% or so on a Defender (less on other Archetypes, of course) with a full rotation of attacks and call it a day (from the Powers Design standpoint).
  13. Scrappers are ... too strong ... for Super Strength. For a more "thematic" and comic book-y answer, Super Strength pretty much always shows up on the Brick Types ... not on the La Machine whirling dervish of death and destruction types, even even the "finesse" fighter types who win through "skill" rather than just raw (overwhelming) power.
  14. Counter-proposal. If you're talking Pie In The Sky wishful thinking about Mind Control, and how to "advantage" the powerset using some of the more modern techniques available long after Issue 0 so as to synergize the powerset at bit better ... I'd want to rig a way for use of Confuse to reduce the recharge time of Mass Confusion by a little bit ... for use of Domination to reduce the recharge time of Total Domination by a little bit ... and use of Terrify to have a chance to instantly recharge Mass Hypnosis. Basic notion being that: Confusing single targets "speeds up" how quickly you can Mass Confuse groups of enemies. I'm thinking "Force Feedback-ish" recharge bonus amount/duration applying to Mass Confusion ONLY, rather than globally, after each use of Confuse that hits its single target. Dominating single targets "speeds up" how quickly you can Total Domination groups of enemies. I'm thinking "Force Feedback-ish" recharge bonus amount/duration applying to Total Domination ONLY, rather than globally, after each use of Dominate that hits its single target. Give Terrify a chance to proc an instant recharge of Mass Hypnosis, so as to provide a 1-2-3 setup for AoE containment for Terrify. Note that this would enable a sort of "backdoor" way to use Terrify "through" a fragile mez such as Sleep (kinda sorta). Coding for the first two might be tricky, owing to the fact that as far as I know that kind of recharge buffing to a single power might require a Clever Use Of Game Mechanics Programming™ to pull off. Coding for the third one would be simply a matter of porting over the instant recharge effect from Water Blast for Water Jet or for Build Up out of the Stalker Kinetic Melee powerset. That coding already exists and is in use for known powers and powersets, so it ought to be quite doable. Oh and while we're engaging in idle wishful thinking ... it would be really nice to Unnerf Telekinesis at a bare minimum.
  15. I still firmly believe that this is the most elegant solution to resolving the structural problem(s) with use of Telekinesis ... Repel On Demand. The only other thing that needs to be done to Telekinesis is allow it to affect 16 Max Targets instead of only 5.
  16. So the only valid answers are supportive of the proposition?
  17. Most of the builds you're going to see here on the forums are going to be ones intending to run Incarnate Trials ... which means $Target Rich Environment. In those situations, no one has time to wait for a sneaky setup with Surveillance. Instead, it's all about the beatdown, meaning "more dakka" and bigger debuffs to resistance. VERY difference circumstances than playing solo (and wanting to be sneaky).
  18. It varies by power. Look at EACH of the powers for details. You can do this by creating a new Sentinel and using the Show Info option when picking your powers during character creation.
  19. Because the web grenade will suppress Knockback. With this slotting, I can do web grenade then frag grenade, or do frag grenade then web grenade. That then gives me an "option to toss" a pack of $Targets on their butts before I web them. It just allows some flexibility. I also wanted the AoE Defense bonus from the 6 slots (plus the 2-5 set bonuses). The difference in damage production is like about 30, which I considered a fair tradeoff at the time. I may review the builds and update them later, once I've put in more playing time. Yes. I needed to fill a hole in Ranged Defense and this was the lucky power to draw that straw. Let's put it this way ... they'll make a difference when they get used. How often you use them is up to the Player to determine. Yes I wanted the recharge set bonus. That means either Entropic Chaos or Decimation for the 5 slot bonus, unless reaching for Level 50 Purple sets. As for the heal not being useful ... given how many times Single Shot and Burst get used as part of a standard rotation for an attack chain, the amount of healing derived will certainly help you out on the margins. I look at the procs from that as being "free" regen ticks and let the dice fall where they may. So sure, they aren't the most heavily damaging set in existence, but those Entropic Chaos procs help fill a hole for being able to recover from damage taken. And yes, there's Serum for the Crab builds, which because Serum makes your green bar "deeper" also means that the Entropic Chaos procs will heal you for even more per proc. So there's that. EVERYONE and their little brother asks me this question on pretty much every build I post. The "real" answer is ... whatever makes you happy. No seriously. Everyone has slightly different playstyles and "imperatives" for how they want to play THEIR character(s). When it comes to Incarnate slotting, you're going to be the best arbiter of what is best for you. Besides, I've got NINE ALTS TO FEED and all of them are still in the single digits on levels because I keep playing the forums instead of playing the game. . When I was making up the builds posted in this thread, that indeed was the case. The ATOs simply didn't provide a superior alternative to what the build was needing in terms of demand for set bonuses and so on. It is, of course, entirely possible that I overlooked some possibilities, that will become more obvious after playing the game (and the build), but it's hard to do that without a lot of hours playing behind me ... which I didn't have (yet) at the time of the beginning of May (and honestly still haven't gotten around to yet).
  20. Achilles' Heel is a debuff proc. Debuff procs will notify enemies in powers that otherwise wouldn't notify enemies. You don't get to debuff $Targets "for free" without them knowing about it. Working As Intended.
  21. Not every power has (or even should have) Sets that can be slotted into it. /thread
  22. And … here's what the build looks like if you swap in a few Level 50 Superior sets into the above build … Villain Plan by Mids' Villain Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;724;1448;HEX;| |78DA6D94594F135114C7EF746EC1B274632B656B81D2B215AAF8604C3401D468684| |234D1C766020526944E9D96441F7DF0C9C4175C9E4CD4B8A0022E71DFF113183F82| |1BFA80FA0DEAE99CBF6D4DDA64F2BB73EEFD9FE59E338D9F9AACDB387466BF505C1| |3292D9B4D4C18A6B99CC919A63DAECDEB33AAA05F353DEDC58DC4512D3D9F9C8D9E| |D0724933314EAA5C6769737C796E2E3A61A4661393C6929ED672BA911675D386918| |A1E33CC99A479DA65BD4C25B5D9A4995DD033BC7950CFA593D96C2DBFA4F4F9859C| |E740469F894E6AE662224E4148EAA34422F42CF608FCF276B12A85884961BBCB94F| |7C035E68E7570D32684438A974A516B137B0855AAA8C29EF7116D36489122FF0AFC| |2B57089D52D45C65D65D03AF339DD038CF928F46299648AB42AB7EA6955F8A81AFE| |037E6D077704BB5B443D0AE8484B0B356D8F7726EE91E6E40C15FF59A6AD5D2B90E| |6E80F799C107CCDE874C83B40E681D376C56CC9A9BCCE15BE06D709539728773C99| |0B656616D6D3DE71B7632FB5DA01BF4A03EAF6ADDE32BD2D5A38EFA267AF149F19A| |E082CD853B3B49313CC8CFD3CB7DF286988D7D6098D91C01FB996F0A2EE0AF0131D| |E129A606B8A2BD6B9778416AE436DC1395FC14079FA7C4CFF4ECEDBA47C5A914FEB| |18DFFFC83F3E1296BFD8479BD5F7D82710B3F39E5CB561AEDAFC7CB67DF07F7AA89| |11D9C8BE8402E598AD985985D5FF81E03989700E625807909625E8298974D72D10D| |6DF763BE979E27E053F019B3F739F882F981B4216BCAF3F6D00AF7BEEF027811BCC| |40C5FE678E1735C6B03D511411D91DD7C3F5EB20DC23618E47ACFD33C47D18F6880| |6D8D746E14B651DC41BB2C7E93148FCF0D94DB86D9365AC116AB60DB55C13656C17| |6B864CB4F15D6C85F38A84EA714D3B2F83F2014F4D0E12E7EDFF9ED1ADA874681CF| |DF259B54F6F17C550579BEDC4778EEDDDBDC47FF717AEF90E257B99F08FBF953B22| |90AEECE066E3597F2FE51B6FE59B6FE0B0E78CA65| |-------------------------------------------------------------------| Level 50 Magic Corruptor Primary Power Set: Water Blast Secondary Power Set: Cold Domination Power Pool: Sorcery Power Pool: Leadership Villain Profile: Level 1: Aqua Bolt (A) Superior Winter's Bite - Accuracy/Damage: Level 50 (3) Superior Winter's Bite - Accuracy/Damage/Endurance: Level 50 (5) Superior Winter's Bite - Accuracy/Damage/Recharge: Level 50 (5) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime: Level 50 (9) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 50 (9) Achilles' Heel - Chance for Res Debuff: Level 10 Level 1: Infrigidate (A) HamiO: Lysosome Exposure (+2 Acc/-Def-ToHit) (7) Achilles' Heel - Chance for Res Debuff: Level 10 (19) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 2: Hydro Blast (A) Thunderstrike - Accuracy/Damage: Level 31 (11) Thunderstrike - Accuracy/Damage/Recharge: Level 31 (13) Thunderstrike - Accuracy/Damage/Endurance: Level 31 (13) Thunderstrike - Damage/Endurance/Recharge: Level 31 (15) Pacing of the Turtle - Chance of -Recharge: Level 20 (15) Force Feedback - Chance for +Recharge: Level 21 Level 4: Water Burst (A) Annihilation - Accuracy/Damage: Level 27 (43) Annihilation - Accuracy/Damage/RechargeTime: Level 27 (43) Annihilation - Accuracy/Damage/Endurance: Level 27 (45) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27 (45) Annihilation - Chance for Res Debuff: Level 20 (45) Force Feedback - Chance for +Recharge: Level 21 Level 6: Mystic Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 8: Whirlpool (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50 (31) Superior Malice of the Corruptor - Damage/Recharge: Level 50 (31) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50 (31) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50 (34) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50 (37) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50 Level 10: Tidal Forces (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 12: Dehydrate (A) Theft of Essence - Healing: Level 27 (40) Theft of Essence - Healing/Recharge: Level 27 (42) Theft of Essence - Accuracy/Healing: Level 27 (42) Theft of Essence - Accuracy/Endurance/Healing: Level 27 (42) Theft of Essence - Accuracy/Endurance/Recharge: Level 27 (43) Theft of Essence - Chance for +Endurance: Level 10 Level 14: Ice Shield (A) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Snow Storm (A) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 18: Water Jet (A) Superior Scourging Blast - Accuracy/Damage: Level 50 (19) Superior Scourging Blast - Damage/RechargeTime: Level 50 (21) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50 (21) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50 (23) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50 (23) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50 Level 20: Glacial Shield (A) Luck of the Gambler - Recharge Speed: Level 25 Level 22: Frostwork (A) Doctored Wounds - Heal/Recharge: Level 50 Level 24: Arctic Fog (A) Luck of the Gambler - Recharge Speed: Level 25 (25) Steadfast Protection - Resistance/+Def 3%: Level 10 (25) Steadfast Protection - Knockback Protection: Level 10 (27) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 26: Steam Spray (A) HamiO: Centriole Exposure (+2 Dam/Range) (48) HamiO: Centriole Exposure (+2 Dam/Range) (48) Detonation - Damage/Endurance/Range: Level 50 (50) Analyze Weakness - Accuracy/Recharge: Level 31 (50) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (50) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Benumb (A) Accuracy IO: Level 50 (29) Recharge Reduction IO: Level 50 (29) Recharge Reduction IO: Level 50 Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 25 Level 32: Geyser (A) Annihilation - Damage/RechargeTime: Level 27 (33) Annihilation - Accuracy/Damage/RechargeTime: Level 27 (33) Annihilation - Accuracy/Damage/Endurance: Level 27 (33) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27 (34) Annihilation - Chance for Res Debuff: Level 20 (34) Force Feedback - Chance for +Recharge: Level 21 Level 35: Sleet (A) Superior Frozen Blast - Accuracy/Damage: Level 50 (36) Superior Frozen Blast - Damage/Endurance: Level 50 (36) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50 (36) Superior Frozen Blast - Accuracy/Damage/Recharge: Level 50 (37) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime: Level 50 (37) Superior Frozen Blast - Recharge/Chance for Immobilize: Level 50 Level 38: Heat Loss (A) Performance Shifter - EndMod/Recharge: Level 27 (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 27 (39) Performance Shifter - Accuracy/Recharge: Level 27 (39) Performance Shifter - EndMod/Accuracy: Level 27 (40) Performance Shifter - Chance for +End: Level 21 (40) Energy Manipulator - Chance to Stun: Level 10 Level 41: Tactics (A) HamiO: Cytoskeleton Exposure (+2 +Def/End/+ToHit) Level 44: Assault (A) Endurance Reduction IO: Level 50 Level 47: Victory Rush (A) Endurance Modification IO: Level 50 Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Scourge Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Regenerative Tissue - +Regeneration: Level 10 (7) Panacea - +Hit Points/Endurance: Level 10 (17) Miracle - +Recovery: Level 20 (17) Preventive Medicine - Chance for +Absorb: Level 20 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ ------------ Set Bonus Totals: 12% DamageBuff(Smashing) 12% DamageBuff(Lethal) 12% DamageBuff(Fire) 12% DamageBuff(Cold) 12% DamageBuff(Energy) 12% DamageBuff(Negative) 12% DamageBuff(Toxic) 12% DamageBuff(Psionic) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 17.25% Defense(Fire) 17.25% Defense(Cold) 17.25% Defense(Energy) 17.25% Defense(Negative) 6% Defense(Psionic) 8.5% Defense(Melee) 17.25% Defense(Ranged) 21% Defense(AoE) 8.1% Max End 10% Enhancement(Range) 6% Enhancement(Max EnduranceDiscount) 22% Enhancement(Accuracy) 5% Enhancement(Heal) 57.5% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 72.29 HP (6.75%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 35% MezResist(Held) 35% MezResist(Immobilized) 35% MezResist(Sleep) 35% MezResist(Stunned) 35% MezResist(Terrorized) 35% 20.5% (0.34 End/sec) Recovery 40% (1.79 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 12% Resistance(Fire) 12% Resistance(Cold) 9% Resistance(Energy) 9% Resistance(Negative) 15% SpeedRunning ------------ Set Bonuses: Superior Winter's Bite (Aqua Bolt) 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 4% (0.07 End/sec) Recovery 5% Defense(Energy,Negative), 2.5% Defense(Ranged) Thunderstrike (Hydro Blast) 2% (0.03 End/sec) Recovery 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 7% Enhancement(Accuracy) Annihilation (Water Burst) 1.35% Max End 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.45 HP/sec) Regeneration 3% Enhancement(EnduranceDiscount) Superior Malice of the Corruptor (Whirlpool) 32.13 HP (3%) HitPoints 10% Enhancement(Range) 4% DamageBuff(All) 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative) 10% Enhancement(RechargeTime) Gaussian's Synchronized Fire-Control (Tidal Forces) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Theft of Essence (Dehydrate) 10% (0.45 HP/sec) Regeneration 1.8% Max End 5% Enhancement(Heal) 3% DamageBuff(All) 4.5% Resistance(Energy,Negative), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Luck of the Gambler (Ice Shield) 7.5% Enhancement(RechargeTime) Superior Scourging Blast (Water Jet) 3.6% Max End 10% Enhancement(RechargeTime) 15% Enhancement(Accuracy) 4% (0.07 End/sec) Recovery 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold) Luck of the Gambler (Glacial Shield) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Arctic Fog) 7.5% Enhancement(RechargeTime) Steadfast Protection (Arctic Fog) 1.5% (0.03 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Arctic Fog) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Analyze Weakness (Steam Spray) 10% (0.45 HP/sec) Regeneration Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Annihilation (Geyser) 1.35% Max End 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.45 HP/sec) Regeneration 3% Enhancement(EnduranceDiscount) Superior Frozen Blast (Sleet) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 4% (0.07 End/sec) Recovery 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold) 5% Defense(Fire,Cold), 2.5% Defense(AoE) Performance Shifter (Heat Loss) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Preventive Medicine (Health) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)
  23. Villain Plan by Mids' Villain Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1498;719;1438;HEX;| |78DA6D944B4F135114C7EF746EC1F2E88B5729505A0A527914AAB830269A004A343| |4219AE8B299D0A14C289D3A2D892E5DB83271838F9589121EBA41C59D6FFC04C6AF| |E0035DA07E837A3AE76F5B933699FCE6FEEFFD9F73EEBD679ABC3EDBB23B77F3AC5| |03C3359AD5048CD9896B5962F9A9633A9658C4555D0AF919EDECA44EA9296CBE8E9| |F855ADA85BA969721543D5C9E9B5A5A5F88C994DA766CD5523A7150D33275A164C3| |31BBF6C5A8BBA75C3630FE6752DAD5B856523CF93E78D624E2F149A79903532CB45| |DFB9BCB1189FD5AC9554929290354085C4E859890AFC4A4EB12185084AE1D864CA2| |D709B796407DC7708E192E29552F13AC42942832A1A30E7DFA3C93629B2145F417C| |E521212445D32366CB637083E986C77D8B62B44BB14A5E155EF58B6AE71EF90A7E6| |38E7D070F54DB3B06EFFA90104EF60AE769AE2D17E50B28C76B4CB32FA4834B6086| |1959660E1A4C93BC2E785D9B0E5B6BDA628E6F833BE013E6C453AE254FDE6685BDC| |DAD1C6FD8CD3CE601BDA00FFBF3ABF639BE265F2BF6D1DA418380146F081E681E9C| |D935CAE1437DBE10DF93BF9FD91E0623CCCE0130CA7C5B0E81786DC8F18ED001AD2| |349838414EF095DBC0FB50BEB026581EA0C0498C1E35CB745F574A39EEE293EFF89| |7FDC1376BCC427877DEF89CF207AE70385EA415FF504796DEFE8FFF4D145F6712DA| |20FB51428673F72F6A35FC2E89730FA258C7E89A05F22E8977D0A3100EFC02E9F4B| |F419F81C7CC11CDC035F323F9277C8EEF29273689DEFFEE85DF01E789F39FC80F30| |DDFE6BDB6D13E62D847EC249F8F9FB45168A311DEEF1DEAE738EE231E66AD9DD64D| |429BC419F4CACA3749F978DD48AD36CEDA641D2D51473B51479BAAA35DA86AA5F9F| |23BEA172EDAA75B8A0559F91F100AEED0E5AD7CDFA5C3269A874741CCDF554D2A67| |B8BF1A22DC5FDE8BDCF7DE43BEC7E0151AF749F1AB364E8CE3FCA96A8A82B373800| |79DD5BA7FD4BCFFAC79FF0B9B66C63F| |-------------------------------------------------------------------| Level 50 Magic Corruptor Primary Power Set: Water Blast Secondary Power Set: Cold Domination Power Pool: Sorcery Power Pool: Leadership Villain Profile: Level 1: Aqua Bolt (A) Winter's Bite - Accuracy/Damage: Level 27 (3) Winter's Bite - Accuracy/Damage/Endurance: Level 27 (5) Winter's Bite - Accuracy/Damage/Recharge: Level 27 (5) Winter's Bite - Damage/Endurance/Accuracy/RechargeTime: Level 27 (9) Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 27 (9) Achilles' Heel - Chance for Res Debuff: Level 10 Level 1: Infrigidate (A) HamiO: Lysosome Exposure (+2 Acc/-Def/-ToHit) (7) Achilles' Heel - Chance for Res Debuff: Level 10 (19) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 2: Hydro Blast (A) Thunderstrike - Accuracy/Damage: Level 31 (11) Thunderstrike - Accuracy/Damage/Recharge: Level 31 (13) Thunderstrike - Accuracy/Damage/Endurance: Level 31 (13) Thunderstrike - Damage/Endurance/Recharge: Level 31 (15) Pacing of the Turtle - Chance of -Recharge: Level 20 (15) Force Feedback - Chance for +Recharge: Level 21 Level 4: Water Burst (A) Annihilation - Damage/RechargeTime: Level 27 (43) Annihilation - Accuracy/Damage/RechargeTime: Level 27 (43) Annihilation - Accuracy/Damage/Endurance: Level 27 (45) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27 (45) Annihilation - Chance for Res Debuff: Level 20 (45) Force Feedback - Chance for +Recharge: Level 21 Level 6: Mystic Flight (A) HamiO: Microfilament Exposure (+2 End/Fly/Jump/Run) Level 8: Whirlpool (A) Malice of the Corruptor - Accuracy/Damage: Level 27 (31) Malice of the Corruptor - Damage/Recharge: Level 27 (31) Malice of the Corruptor - Accuracy/Damage/Recharge: Level 27 (31) Malice of the Corruptor - Damage/Endurance/Recharge: Level 27 (34) Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 27 (37) Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 27 Level 10: Tidal Forces (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 27 (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 27 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 27 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 27 (48) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 21 Level 12: Dehydrate (A) Theft of Essence - Healing: Level 27 (40) Theft of Essence - Healing/Recharge: Level 27 (42) Theft of Essence - Accuracy/Healing: Level 27 (42) Theft of Essence - Accuracy/Endurance/Healing: Level 27 (42) Theft of Essence - Accuracy/Endurance/Recharge: Level 27 (43) Theft of Essence - Chance for +Endurance: Level 10 Level 14: Ice Shield (A) Luck of the Gambler - Recharge Speed: Level 25 Level 16: Snow Storm (A) Pacing of the Turtle - Chance of -Recharge: Level 20 Level 18: Water Jet (A) Scourging Blast - Accuracy/Damage: Level 27 (19) Scourging Blast - Damage/RechargeTime: Level 27 (21) Scourging Blast - Accuracy/Damage/RechargeTime: Level 27 (21) Scourging Blast - Damage/Endurance/RechargeTime: Level 27 (23) Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 27 (23) Scourging Blast - RechargeTime/PBAoE +End: Level 27 Level 20: Glacial Shield (A) Luck of the Gambler - Recharge Speed: Level 25 Level 22: Frostwork (A) Doctored Wounds - Heal/Recharge: Level 50 Level 24: Arctic Fog (A) Luck of the Gambler - Recharge Speed: Level 25 (25) Steadfast Protection - Resistance/+Def 3%: Level 10 (25) Steadfast Protection - Knockback Protection: Level 10 (27) Gladiator's Armor - TP Protection +3% Def (All): Level 10 Level 26: Steam Spray (A) HamiO: Centriole Exposure (+2 Dam/Range) (48) HamiO: Centriole Exposure (+2 Dam/Range) (48) Detonation - Damage/Endurance/Range: Level 50 (50) Analyze Weakness - Accuracy/Recharge: Level 31 (50) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (50) Achilles' Heel - Chance for Res Debuff: Level 10 Level 28: Benumb (A) Accuracy IO: Level 50 (29) Recharge Reduction IO: Level 50 (29) Recharge Reduction IO: Level 50 Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed: Level 25 Level 32: Geyser (A) Annihilation - Damage/RechargeTime: Level 27 (33) Annihilation - Accuracy/Damage/RechargeTime: Level 27 (33) Annihilation - Accuracy/Damage/Endurance: Level 27 (33) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 27 (34) Annihilation - Chance for Res Debuff: Level 20 (34) Force Feedback - Chance for +Recharge: Level 21 Level 35: Sleet (A) Frozen Blast - Accuracy/Damage: Level 27 (36) Frozen Blast - Damage/Endurance: Level 27 (36) Frozen Blast - Accuracy/Damage/Endurance: Level 27 (36) Frozen Blast - Accuracy/Damage/Recharge: Level 27 (37) Frozen Blast - Damage/Endurance/Accuracy/RechargeTime: Level 27 (37) Frozen Blast - Recharge/Chance for Immobilize: Level 27 Level 38: Heat Loss (A) Performance Shifter - EndMod/Recharge: Level 27 (39) Performance Shifter - EndMod/Accuracy/Recharge: Level 27 (39) Performance Shifter - Accuracy/Recharge: Level 27 (39) Performance Shifter - EndMod/Accuracy: Level 27 (40) Performance Shifter - Chance for +End: Level 21 (40) Energy Manipulator - Chance to Stun: Level 10 Level 41: Tactics (A) HamiO: Cytoskeleton Exposure (+2 +Def/End/+ToHit) Level 44: Assault (A) Endurance Reduction IO: Level 50 Level 47: Victory Rush (A) Endurance Modification IO: Level 50 Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed: Level 25 Level 1: Brawl (A) Accuracy IO: Level 50 Level 1: Prestige Power Dash (A) Run Speed IO: Level 50 Level 1: Prestige Power Slide (A) Run Speed IO: Level 50 Level 1: Prestige Power Quick (A) Run Speed IO: Level 50 Level 1: Prestige Power Rush (A) Run Speed IO: Level 50 Level 1: Prestige Power Surge (A) Run Speed IO: Level 50 Level 1: Scourge Level 1: Sprint (A) Celerity - +Stealth: Level 15 Level 2: Rest (A) Recharge Reduction IO: Level 50 Level 4: Ninja Run Level 2: Swift (A) Run Speed IO: Level 50 Level 2: Health (A) Regenerative Tissue - +Regeneration: Level 10 (7) Panacea - +Hit Points/Endurance: Level 10 (17) Miracle - +Recovery: Level 20 (17) Preventive Medicine - Chance for +Absorb: Level 20 (27) Numina's Convalesence - +Regeneration/+Recovery: Level 30 Level 2: Hurdle (A) Jumping IO: Level 50 Level 2: Stamina (A) Endurance Modification IO: Level 50 (3) Endurance Modification IO: Level 50 Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ ------------ Set Bonus Totals: 11% DamageBuff(Smashing) 11% DamageBuff(Lethal) 11% DamageBuff(Fire) 11% DamageBuff(Cold) 11% DamageBuff(Energy) 11% DamageBuff(Negative) 11% DamageBuff(Toxic) 11% DamageBuff(Psionic) 7.25% Defense(Smashing) 7.25% Defense(Lethal) 13.81% Defense(Fire) 13.81% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 6% Defense(Psionic) 8.5% Defense(Melee) 14.44% Defense(Ranged) 16% Defense(AoE) 6.3% Max End 7.5% Enhancement(Range) 6% Enhancement(Max EnduranceDiscount) 18% Enhancement(Accuracy) 5% Enhancement(Heal) 52.5% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 56.22 HP (5.25%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 23.75% MezResist(Held) 23.75% MezResist(Immobilized) 23.75% MezResist(Sleep) 23.75% MezResist(Stunned) 23.75% MezResist(Terrorized) 23.75% 16% (0.27 End/sec) Recovery 40% (1.79 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 5.25% Resistance(Fire) 5.25% Resistance(Cold) 9% Resistance(Energy) 9% Resistance(Negative) 15% SpeedRunning ------------ Set Bonuses: Winter's Bite (Aqua Bolt) 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) 2% (0.03 End/sec) Recovery 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged) Thunderstrike (Hydro Blast) 2% (0.03 End/sec) Recovery 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 7% Enhancement(Accuracy) Annihilation (Water Burst) 1.35% Max End 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.45 HP/sec) Regeneration 3% Enhancement(EnduranceDiscount) Malice of the Corruptor (Whirlpool) 16.06 HP (1.5%) HitPoints 7.5% Enhancement(Range) 3% DamageBuff(All) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) 8.75% Enhancement(RechargeTime) Gaussian's Synchronized Fire-Control (Tidal Forces) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Theft of Essence (Dehydrate) 10% (0.45 HP/sec) Regeneration 1.8% Max End 5% Enhancement(Heal) 3% DamageBuff(All) 4.5% Resistance(Energy,Negative), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Luck of the Gambler (Ice Shield) 7.5% Enhancement(RechargeTime) Scourging Blast (Water Jet) 1.8% Max End 6.25% Enhancement(RechargeTime) 11% Enhancement(Accuracy) 3% (0.05 End/sec) Recovery 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold) Luck of the Gambler (Glacial Shield) 7.5% Enhancement(RechargeTime) Luck of the Gambler (Arctic Fog) 7.5% Enhancement(RechargeTime) Steadfast Protection (Arctic Fog) 1.5% (0.03 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Arctic Fog) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Analyze Weakness (Steam Spray) 10% (0.45 HP/sec) Regeneration Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Annihilation (Geyser) 1.35% Max End 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.45 HP/sec) Regeneration 3% Enhancement(EnduranceDiscount) Frozen Blast (Sleet) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 2.5% (0.04 End/sec) Recovery 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) 3.75% Defense(Fire,Cold), 1.88% Defense(AoE) Performance Shifter (Heat Loss) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 20.08 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) Luck of the Gambler (Vengeance) 7.5% Enhancement(RechargeTime) Preventive Medicine (Health) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge)
  24. Disclaimers: I've never played either a Blaster or a Corruptor before, although I have been known to succumb to Scrapperlock for hours on end and am quite comfortable playing Controllers (and ought to be Controllers). Likewise I am perfectly happy with playing Kheldians (both types) and Soldiers of Arachnos outfitted as a Hunts(wo)man. So coming from that perspective, my take on this build may seem a bit ... skewed ... to anyone with more experience playing Corruptors. Oh, and the obligatory would seem to be appropriate here ... WALL OF TEXT CRITS YOU!!! Alright, warning labels done. Move along, move along ... no evil mind control software anywhere to near here. Move along, move along ... we are not ninjas, we are merely a hedge. Move along, move along ... ===== Okay, first and foremost, it should be somewhat obvious upon even a cursory perusal of this build that it's somewhat ... whacktastic ... compared to the usual offerings you'll see on these forums. It doesn't softcap Defenses full time, it doesn't have much in the way of Smashing/Lethal Resistance and it doesn't even have Hasten(!) or Tough+Weave or even the obligatory Combat Jumping. To make things even weirder, FOUR of the attack powers that are kind of the point and purpose of taking Water Blast in the first place aren't even slotted out for more than ~70% damage enhancement(!) ... while another FOUR attack powers between primary and secondary are slotted out for around ~90% damage enhancement, with one of those in the latter category being Steam Spray (of all things) ... so what gives? In a word ... SATURATION ... as a strategy. More specifically, saturating the $Target(s) you'll be attacking with buffs, for yourself, and debuffs, for them, yielding a Controller-ish "soft lockdown" performance profile combined with mildly (ranged) Brute-ish preferred style of gameplay. Let me explain what I mean by that. ^.^; There are a LOT of debuff procs (8!) slotted into this build, specifically: Achilles' Heel (resistance debuff): Aqua Bolt (single target), Infrigidate (single target), Steam Spray (cone) Annihilation (resistance debuff): Water Burst (target AoE), Geyser (target AoE) Pacing of the Turtle (recharge debuff): Infrigidate (single target), Hydro Blast (single target) Winter's Bite (recharge & speed debuff): Aqua Bolt (single target) There are also a number of self buffing procs (11!) slotted into this build, specifically: Force Feedback (recharge): Hydro Blast (single target), Water Burst (target AoE), Geyser (target AoE) Theft of Essence (endurance): Dehydrate (single target) Scourging Blast (PBAoE endurance): Water Jet (single target) Performance Shifter (endurance): Heat Loss (target AoE & PBAoE) Regenerative Tissue (regeneration): Health (self) Panacea (hit points & endurance): Health (self) Miracle (recovery): Health (self) Preventive Medicine (Absorb): Health (self) Numina's Convalescence (regeneration & recovery): Health (self) And as if that wasn't enough ... there are even a pair of mez procs (2!) slotted into this build, specifically: Frozen Blast (immobilize): Sleet Energy Manipulator (stun): Heat Loss All told, that's 21 out of 103 total slots available in the build (24 slots free with power picks, 5 free with prestige sprints, 4 with inherent fitness, plus the "free 3" of Brawl, Sprint and Rest in addition to the 67 slots available to add to powers) ... and that's not even including Luck of the Gambler recharge IOs (5) showing up in a number of mule powers. So to put it mildly, there'a LOT of buffing/debuffing meant to be going on via use of powers that doesn't exactly match what you'd expect to find given the combination of Water Blast and Cold Domination. So ... why so many buff, debuff and mez procs in one build? Easy. SATURATION. Or to put it more eloquently, the intent is to maximize the uptime of the resistance debuff procs (both of them!) along with the recharge debuff procs (both of them!) while also working to maximize the uptime of the recharge buffing to yourself (all three of them!) simply by virtue of executing your attack chain. These factors combine and synergize to offer a "Hasten-like" performance profile without actually taking Hasten. There will, of course, be Hasten accolytes who cannot "survive" without Hasten, and if you're one of them you can always swap out Victory Rush for Hasten if that's your preferred way to (steam)roll your play. One of the other bits of "hunh ... that's different ..." that I've got going on here is slotting Sleet with (of all things) the full Frozen Blast set. I know ... thematically appropriate, right? But the key here, which I haven't seen anyone else doing with their Cold Domination sets is investigating what happens when the Chance to Immobilize proc gets (dice) rolling ... while Whirlpool is doing the same thing with the Malice of the Corruptor full set, including the Chance for Negative Energy Damage in combination. Can't run. Can't hide. Can't avoid the Scourge. And perhaps the last bit of "what were you thinking!? (were you even thinking??)" that I've put into this build can be found in Heat Loss, where I snuck in the Energy Manipulator proc for a Chance to Stun. Okay, big flippin' deal ... a chance for a MAG 2 Stun for 8 seconds? Pppphhfftt. Waste of a slot! Well ... yes ... it would be ... if it weren't normalized for procs per minute in a power that will take almost 3 minutes to recharge (so the chance to proc is looking mighty good on that score) ... and if the power it was slotted into only resulted in a single effect, but that's not the case here. That's because Heat Loss spawns TWO pseudo-pets to deliver its "yield" in endurance return to allies. These two pseudo-pets are located at the $Target of Heat Loss and also at the caster, resulting in TWO AoEs(!) with a single casting of the power. So what needs to be tested here is whether or not this Stun proc will actually proc multiple times ... once for the power being cast ... once for the PBAoE around the $Target sending endurance to allies of the caster ... and once for the PBAoE around the caster sending endurance to allies of the caster. In other words, is it possible to get THREE bites of the apple from one use of Heat Loss with this proc? To my knowledge, no one has investigated this possiblity (and if they have, they aren't talking about it here in these forums where we'd know what the results were). And that's before factoring in the positioning of your Corruptor relative to your $Target, where if you're within 10-15 feet of your $Target you'll get overlapping pseudo-pet AoEs on top of everything else. Winter is coming. Stand in fire to warm up. Fortunately, if this turns out to NOT work like I'm expecting, it's a relatively trivial matter to reassign that 6th slot from Heat Loss to something else (like Stamina for another Performance Shifter proc?). Still, the possibility of getting a MAG 2+2+2=6 Stun for 8 seconds out of a single proc IO when using the power in or near melee range (assuming it works like I'm expecting it to) doesn't seem like that bad of a return on investment does it? Clever use of game mechanics and all that, eh wot? Now I'm sure that someone will point out that there's not a whole lot (as in, any?) Endurance Reduction in the toggle powers for this build, and that's essentially true, mainly due to having so many slot hungry powers in the primary and secondary powersets. NONE of the pool powers have any slots allocated to them, turning them all into One Slot Wonders™, which the Leadership pool can manage passably well on a Corruptor since only Maneuvers and Tactics would be "wanting" slots anyway (and the gain from putting more slots into them is marginal at best). Fortunately, this build has multiple tools at its disposal to handle the endurance costs of its powers, with the biggest one being all those slots in Health (of all places) along with the Theft of Essence proc for endurance yield, which will proc more often when used in combat than a Performance Shifter would in Stamina, along with Heat Loss (of course) and Victory Rush. The other nice thing is that the "expensive" toggle powers don't show up until late in the build, meaning that the endurance drain "problem" somewhat resolves itself when Exemplaring due to unavailability of toggle powers at lower levels. In a lot of ways, this build (like so many others) will be something of a Late Bloomer, with maximum power not achieved until reaching Level 50 simply because of how important all those slots (and sets!) are to the overall unified whole of the build strategy. Oh and one last bit of synergy before I move on to the details of the build itself. You see that frankenslotting I've got in Steam Spray? Level 26: Steam Spray (A) HamiO: Centriole Exposure (+2 Dam/Range) (48) HamiO: Centriole Exposure (+2 Dam/Range) (48) Detonation - Damage/Endurance/Range: Level 50 (50) Analyze Weakness - Accuracy/Recharge: Level 31 (50) Analyze Weakness - Accuracy/Endurance/Recharge: Level 31 (50) Achilles' Heel - Chance for Res Debuff: Level 10 Yeah ... that one. Have a look at that in Pine's v2.22 and you'll notice something interesting about it ... Accuracy: 39.60% Damage: 91.12% (Pre-ED: 94.46%) <<== Endurance Discount: 38.80% Range: 53.73% (Pre-ED: 56.75%) <<== Recharge Time: 39.60% Analyze Weakness (2/6): 10% (0.45 HP/sec) Regeneration That's functionally the equivalent of about 9 SOs worth of enhancement crammed into 5 slots worth of enhancements ... and the 6th slot has an Achilles' Heel proc IO in it! Here's what that translates to in the Info window for Steam Spray (in the full context of this build) ... End Cost: 12.78 (18.51) Recharge: 10.41s Range: 64.49 (40) <<== Cast: 2.772s Defense: -10% (Tgt) Accuracy: 141.8% (90) without Tactics ... 164.9% (90) with Tactics Duration: 8s Arc: 50 Grant: +1 Tidal Power (self) Damage: Fire (70.39x2+7.17*3.19 = 163.6 (80.95) without Assault ... Fire (75.61x2+7.7*3.19) = 175.8 (80.95) with Assault Now, why am I pointing out that less than 80 ft range parameter after enhancement? Well ... it could have something to do with the fact that both Whirlpool AND Sleet wound up with a range of ... 64.5 feet ... in this build. Meaning, you don't have to close all that (much) more in order to use Steam Spray when positioning to use Whirlpool and/or Sleet. Furthermore, the damage output (over time) compares somewhat favorably to that of Water Jet, which deals 46.74 Smashing plus 140.2 Cold for a total yield of 186.9 (87.2) per activation of Water Jet with Assault running. Compare 175.8 dealt in a Cone against 186.9 dealt against a Single Target and you'll quickly come to the realization that against 2+ $Targets Steam Spray is "competitive" at converting endurance into damage throughput when compared with Water Jet hitting those same 2+ $Targets. And because the range on the cone is increased by more than +50% Steam Spray will be easier to use and catch more $Targets within its more than DOUBLED square footage of area of effect (I'm not talking cubic feet, I'm talking square feet in 2D, even though it's a 3D Cone, just to be conservative is my assertions here). THIS is the kind of slotting you want to have in Steam Spray in order to make it a useful/worthwhile/viable addition to your build. Any time you see a damage power with a Cone of effect area, you want to reach for Range enhancement FIRST (so long as it's not a melee weapon Cone attack)! Trust me, it makes all the difference in the world. ===== There are a few other "hidden gems" of jiggery-pokery going on within the power and slotting choices I've made with this build, but they're relatively minor compared to the major synergies I've outlined above (and to be honest, some of them are bog standard enough to not be worth calling out for mention of attention). However, since I do like to give people something to think about when they look at my builds ... and this will be the 10th one that I've posted in these forums ... I'll leave the easter egg hunt for those extra little bits of nifty for the disinterested observer to discover for themselves. ^_~ Okay, here's a hint ... turn on Vengance ... because faceplanters are everywhere (around you).
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