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Wimbochismo

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Everything posted by Wimbochismo

  1. Nature really needs recharge to start to shine. Some will only bother with enough recharge to perma Wild Growth. Even with a perma Hasten build, I've only gotten Wild Bastion and Overgrowth to ~6s away from perma. Once you get Overgrowth rolling, that will alleviate some of your end issues. You're also working with HoT's which can feel lackluster, but Regrowth is a nice sized cone that still hits you. As a Corruptor you'll be focusing a lot of time on dmg, which means you may miss out in some of the early levels +Bloom stacking Regrowth spam, reducing heal potency overall. In a fast moving group, you probably want to avoid toggles, especially for end. Lifegiving Spores is -usually- a skip and Spore Cloud is best used situationally or against hard targets. I'd focus mostly on clicking buffs on cooldown and then doing dmg. Avoid using Regrowth unless the group really needs it, or pre HoT before a fight. Instead of a screenshot, I'll give a general slotting breakdown so you can make more informed building decisions. Ideally you'll be aiming for perma Hasten for buff uptime, which means lots of recharge sets and LotG mules. I don't use Hami's, but I imagine you can fit some in to enhance multiple aspects of powers and reduce slots in heals to slot more attacks. Corrosive - As a Corruptor you could skip it, otherwise it just needs 1 accuracy. Regrowth - 5 or 6 slot a heal set. Usually Preventative Medicine or Panacea for the recharge bonuses. Wild Growth - 3-5 slot a resist set. Focus the slots on heavy resist/some recharge. It's easy to get perma with Hasten. Spore Cloud - 4 slot Dark Watcher's for recharge. Focus -tohit/end. Lifegiving Spores - Hit or miss, I usually skip it. On fast moving groups it's used less. I've heard that slotting it for heal/end can sometimes be worthwhile. Wild Bastion - 5 or 6 slot a heal set. Most of the heal sets have decent recharge enhancing the power itself, you want the absorb to be enhanced with some healing. Prev Med, Panacea, or Doctored Wounds has exceptional recharge. Rebirth - Can be a bit of a sleeper power. Besides a rez, it is a single target 60s HoT and gives +9 endurance every 6s. Easily perma-able on 1 person with a single recharge. Entangling Aura - Hit or miss depending on build goals and where you are on a battlefield. But it's actually very nice. The hold stacks with itself, with a 4 slot Basilisk or a purple hold set, you'll quickly stack up holds on groups. Some hold sets don't reduce end much, you might have to add a slot for end unless you use it situationally. Overgrowth - Either 2 regular 50+5 recharges, or 5 slot Adjusted Targeting which maxes the recharge in it.
  2. I'm using a slightly older version of mids, so can't see your build unless it's an attachment. For Kin, you might need some accuracy in Transfusion. I'd personally cut the extra off like Repel, if only to fill the last LotG. Cat5 is up more often for Corruptor's at the very least. I'm solo leveling a Storm Sent right now. Jet Stream is kind of underwhelming, I've even seen it repel rooted mobs. I strictly only use it after I Storm Cell first. It does seem to proc SC lightning. But, I'm going to bring up that Cat5 has a +500 avoid effect similar to Rain of Fire etc. For my Sent I plan on dropping Jet, and taking and proccing an Epic high dmg aoe immob. As a Corruptor you could probably Web Envelope, or School of Shark's is proccable. Otherwise I'd imagine you may want to be spamming Jet for the kd to keep them put. As to the accuracy of SC, I'm not 100% but CoD shows some kind of accuracy mod on the lightning procs. Not sure if global accuracy will help there, Storm is so finicky to figure out. SC and Cat5 don't seem to be very proccable from what I've read, so I just tossed in full high rech/dmg sets which happen to have acc. For dmg, just some general advice. On engage immediately drop SC/Cat5, hit Intensify, then Jet and/or Chain. Fire as many Storm powers as possible. Be in melee for Fulcrum. Once you get Fulcrum you should be fine. I'm not sure how often you'll be near dmg cap, both Siphon Power and Assault might be overkill? I'd limit using Kin powers in battle as much as is reasonable while still giving the benefits.
  3. Thanks for mentioning this. I didn't realize Clarion had that application. In the spirit of info-dumping, I went down a rabbit hole of examining the power and how it might fit for some of my builds. I'm not sure what the (Ranged_Ones) modifier CoD is using for Clarion's PB effect, but I'm guessing it's roughly equivalent to PB. The first 22.5s has a (0.6*ranged_ones) mod, the rest of the time is (0.1*ranged_ones). To get the max benefit, like usual you'd have to Clarion-Farsight immediately. Clarion's 120s rech matches to FS's 120s duration, but may have a dip in defense if you don't hit it immediately. PB provides some overlap. Dark Mastery is pretty solid, the perma Soul Drain is nice. I think that the cast time of a power affects the duration you get out of the Gaussian proc? I remember someone mentioned Combat Teleport, which is another alternative. There is also Power Build Up, but I don't like Power Mastery as much. I did a quick CoD search for the PowerBoostB tag for any other surprises. Adrenal Booster from Experimentation is a PB. Plugging it into a build I could only get it to a 140s recharge, but it will also take a Gaussian's. There's some definite trade-off's depending on which option you pick and what your build goals are. Edit: Checked PB numbers in-game. Adrenal is +27.68. PB and PBU is +78.67. Clarion is +60 the first 22.5s and +10 after. And I wanted to add a note that Adrenal became far more interesting when I realized the PB effect lasts the whole 60s duration. You can get FS sub 60s and Adrenal to 140s which means you can perma +27.68 PB FS with Adrenal alone in a build.
  4. I'll attach a tentative Time template I usually use so you can see some slotting options. You can shift things in it to how you like, pretty drastically even. You just need to add the Corruptor ATO's - split the Scourging Blast set in 2 and fully slot the Malice set in an attack. Then fill in attacks and go after enough recharge for what you want. As alternative slotting for Chrono you can just slot two regular 50+5 recharges. Personally I've gotten away from pushing for perma Chrono. The biggest benefit it is giving you is the +recharge which lasts the whole 90s. The heal and end rec only lasts for 30s which is 1/3 of the time. Once I get a little over perma Hasten it feels like I'm unnecessarily slotting for recharge when I could be adding procs. I do still like the heal and end rec to have impact when they're up which is why I slot it the way I do. Soul Mastery is usually a staple for Time. Once you have Power Boost, you don't have to worry about your defenses anymore. Lots of Corruptor primaries don't have a Build Up type power, Soul Drain can provide that function and be procced out. Corruptor (Time Template).mbd
  5. I know that it's been a month since your post but I only just got around to theorycrafting a Storm Blast. I also wanted to provide some information to the community that I found while pursuing a Storm Blast Sentinel. One reason I went Sent is because it looks like Cat5 and Cell only differ slightly from other AT's. The debuff will only hit 10 targets instead of 16, same for the Cat5 "Eye Wall" dot. The "Lightning Aura 1, 2, 4" chain proc hits the same number of targets. The Cat5 "Cat 5 Lightning" hits 3 targets instead of 5. What ends up being more middle-of-the-road to good aoe on other AT's becomes pretty solid for Sent's. Especially considering you're firing off single target dmg to do aoe. For your build, one thing you may struggle with is slow resistance. Without built in slow res or ranged defense to avoid some debuff's, your recharge could take a hit. Your decent resist's, regen's absorb and strong regen should cover a lot. But part of survival relies on Reconstruction heal being available, which is where recharge debuff's can hurt. This is just something to be aware of. Chain Lightning, Jet Stream, and aoe Immobilizes are a bit more complicated. Here is my thought process. Chain Lightning is actually a single target attack. Highest dpa single target attacks are Lightning Strike > Cloud Burst > Chain Lightning > Gust = Hailstones. Yes it has a higher end cost but you also have additional recovery in Regen. Jet Stream is a cone and will only hit 6 targets, I would even prefer to drop Jet Stream over Chain Lightning if I had to. As another advocate for picking an aoe Immob, I only occasionally see people mention that Cat5 has an avoid effect. The Cat5 "Eye Wall" has a +500 avoid on 10 targets. A 10 target aoe Immob could be invaluable here. For your build, I would actually drop Lightning Field and Paralyzing Jolt. Lightning Field has an 8ft radius which is basically melee. You're fairly squishy and you might not get much mileage from it. Replace Paralyzing with Chain Lightning for better dpa and you use more Storm Blast powers. Chain Fences vs Electrifying Fences - it's down to radius vs dmg. Chain is 30ft radius while Electrifying is 10ft, but does more dmg. I'd prefer to herd mobs a bit before rooting and Cat5ing. Use the free power pick and slots from Lightning Field to pursue some slow res or recharge/LotG mules. If I'm going Sent with an armor Secondary I like to try to hit perma Hasten just to make everything smoother. I'd also go Muscle Radial instead for the additional dmg, -tohit, +immob, and endred.
  6. Health is an always running regen effect. That's why they work there.
  7. You want to put it in something that's constantly running or has a heal over time effect. Pretty sure the Miracle +rec only works in persistent powers, or powers that heal over time. It isn't a proc like Panacea or Perf Shift, it's a persistent effect. Soothing Aura from Pain Domination comes to mind, it is an aoe persistent heal. Slotting it in this power will give the +rec bonus to anyone standing in it. Twilight Grasp requires a to-hit check, so needs accuracy. The Accurate Healing sets may work out better unless you have high global accuracy. It also doesn't do a heal over time so you don't get the benefit here.
  8. I started when the game first released. Back when I made a Kin just to have an early "travel power" and Hover moved slower than a walk. I picked the combo for similar reason's. Pets and also a way to return some end because of the horrible endurance deficit in earlier stages of the game. Sadly I left around 6 months after City of Villains dropped due to a crappy internet connection and other games. When I recently came back I found out how engaging, rewarding, and downright complicated building is in this game. Now I get to do everything I want to do and more!
  9. Best way is just to download Mids. Too many things to track. Otherwise you're just slotting what you can and crossing your fingers when you go into Power's > Combat Attributes from the tray in-game. In Mids turn off toggles that you can learn to turn off in combat or that you're not using. Sprint, Fly, 1 slot Tough etc. I would turn off Darkest Night because it can be situational or can be turned on/off. Leave on defensive toggles like Shadow Fall, also Voltaic. The number of net end/sec you're aiming for varies by a large amount based on lots of factors. It's really personal preference and playing the game while tweaking a Mids build. I go for heavy global recharge builds which drains end faster so I aim for 1.9/s net before Incarnates come into play. We're working with Electric, though. Electric attacks return some endurance. You can probably come in around 1.7/s net and do alright? Out of curiosity I looked up Zapp in City of Data. The end cost is 14.35 but it returns 7.92. Those are some good numbers.
  10. There are several unique or very useful one-off enhancement's that almost everyone slots or tries to slot. The bonuses they give aren't "attached" to their set, so you can slot it as a single. You will still need to slot it as the 6th in a set to get all the set bonuses - so you can only do this once if they're "unique" and you can only have 1. Some are more useful than others or are only used in certain builds. If you're slotting heavy endurance recovery and don't have access to other powers - you can put a few in Health and Stamina. Typically 3 slots in Health, 2 in Stamina. Health Panacea +hp/end proc - This needs to be in an "always on" healing power. Has a chance to proc 7.5% end on yourself. Can only have 1. Numina's +regen/rec - This is just a flat increase to regen and recovery. Only 1. Miracle +rec - Flat recovery increase. Only 1. Stamina Performance Shifter end proc - Chance for 10% end. Can have multiple. Perf Shifter endmod - The endmod just gives some decent return on recovery from Stamina. Slot all of these and endurance reduction in other powers. If you need cash, convert merits into Enhancement Converter/Booster's and sell on AH. Panacea will be the priciest because it is a pvp set. They're useful in almost any build so they're worth shooting for. Other notables Steadfast Protection res/def - Slot in a resist power like Tough. Gives 3% defense across the board. Only 1. Gladiator's Armor def - Same, slot in resist power 3% def. Only 1. Luck of the Gambler def/global rech speed - Unlike some of the other's, can slot multiple. Put in a defense power like Weave. Although you can only have the 7.5% global recharge bonus up to 5 times total across a build. The list goes on.
  11. To clarify my thoughts a bit more, I think outside of dpa some of the argument boils down to dot vs upfront dmg. If you're solo or fighting AV's then the dot dmg is going to reach its full duration more often. If you team or are a part of the fast moving meta then you may lose dps with the immob. Controller's are already low dps but it seems a lot (but not all) of their dmg revolves around dots/persistent dmg effects. It's another merit for procs to get it more upfront. It kind of sucks in the current state of the game. The more ideal dot/persistent dmg AT's are Brute's and Corruptor's due to the way Fury and Scourge mechanics work.
  12. I usually only pick up the ST immob to help fill out an attack chain on a Controller. The big standout others have mentioned is that the dmg is a dot so can take a bit to ramp up. Standard Controller building for (at least 3) ST attacks usually involves proccing the ST hold for good dmg, taking possibly Arcane Bolt, possibly an Epic attack. If I'm struggling to fit in other pool powers I'd probably take the immob. Having said all of that I reviewed my Controller builds and none of my 50's actually took the immob lol. Having looked at the immob across multiple Controller primaries before, some do less dpa than others. Lets take a look at the different dpa's of the immob's and other attacks you'd usually take. This is quick and dirty with MID's numbers (sans Containment) so may be slightly off and doesn't account for procs. I'm excluding some attacks from primaries with more natural attack chains like Gravity/Mind. Other Pool Attacks Fire Blast 24.47 Ice Blast 18.31 Mental Blast 18.31 Hurl Boulder 20.06 Arcane Bolt 26.17 ST Immobilizes Shadowy Binds 25.49 Stone Prison 24.87 Electric Fence 18.31 Ring of Fire 28.76 Crush 23 Chillblain 26.14 Spectral Wounds 65.17 (healback) Mes 18.31 Entangle 25.49 Melodic 20.39
  13. I think some of their considerations are for harder content. In general content against most even level enemies you're going to floor lts and minions pretty quickly, with some more work on bosses. It's against AV's, +4's, HM's where it especially falls off. The combo has lots of high endurance toggles. Voltaic Sentinel, but Shadow Fall has a hefty end cost and if you run Darkest Night. On end hungry characters I try to slot the Health and Stamina end uniques asap. Pepper end red everywhere and attacks as well. Limit usage of Darkest Night if your group is surviving well. It's a great combo!
  14. My main on live was a Dark/Electric Defender. I recreated them here as a kind of electric Tiefling with ram's horns. This combo pairs very nicely together, even if they aren't wholly synergistic. If you're interested in the end drain debate, there's one popping in the Defender forums right now. For this pairing I view it more as a bonus to do some moderate end drain just to take advantage of the Shocked mechanic. Dark does best with a high recharge build. Electric is a great dps set in general, utilizing some standard high dmg sets. One of the challenges is pushing the end cost of Voltaic Sentinel down. Some of the more valuable sets you want to put in a pet is Call to Arms or Expedient. The issue is that those sets are crap for end so you may have to frankenslot a bit. Dark is also really strong. It's best to up global recharge to get out multiple Tar Patches and Howling Twilight debuff uptime - they just need recharge IO's. Shadow Fall is a sweet additional def/res armor, I usually frankenslot def/res sets. At low levels I use Darkest Night more often. At high levels things are moving fast so I like the quick -tohit application of Fearsome Stare more - with Cloud Senses set. Dark Servant can be slotted many ways, usually enhancing some -tohit. In my build I gave him some Touch of the Nictus and lockdown hold proc to make him an off healer and chance at more cc. One thing the combo could excel at is holds. Dark Servant hold, Tesla Cage, Petrifying Gaze, possibly Electric Shackles in Mu. You'd have to proc them to get some dmg out of using them, though.
  15. You have to put the full set or partial set into a power in order to get the set bonuses. You can also partition it into 2 across 3 powers to get the end set bonus 3 times. The set is most often split across 2 powers to get the 3 set bonus twice which is the huge global recharge enhancement. The individual enhancements are just fine for dmg and goes well past the cap. There is a point in a power where you hit a cap and start experiencing diminishing returns for more dmg/acc/rech etc. The +end proc goes off at 3 procs per minute and doesn't require the set bonuses - it just needs to be slotted in a power. The Superior version creates a 20ft radius pbaoe that gives 7.5% end and 80 health to everyone it hits. Basically just a nice little end buff. My personal preference is to -usually- put it into 2 longer recharging aoe's because the set boosts recharge very well. It can also help the proc go off in a longer recharging power. Then mix up the set to maximize any acc/dmg/rech those powers need and fill the rest with procs or a different 3 set.
  16. As @FupDup mentioned - most people for general content are only going to bother getting around 45 defense because there's always a 5% chance of a hit getting through past that. They also mentioned that Stealth and Evasive are suppressed in combat. In Mids, go to: Options, Configuration, Effects & Maths, under Suppression mark Attacked. Excluding Vengeance, this will give a more realistic idea of defense levels when considering something like Stealth. After 45 ranged defense, it's easier for Blaster's to get their resistances up. The goal is to not take a huge hit or get 1 shot when the 5% gets through. The most common dmg type is smash/lethal which is easily gained with Tough and/or a resist Epic shield that also has exotic resistances. After that if you're going for a tanky character I suppose hp etc. In the sliding scale of your build goals, power sets, defenses, damage and the recharge to maintain it - it may be difficult to hit 45 defense and 50+ s/l/etc res. For Blaster's I'd be more willing to give up 5 of defense for enough recharge to make a smooth attack chain.
  17. I only have a narrow idea of what build goals are here (teaming). Without knowing more - are you focusing ranged defense, want more resistance over defense, end drain? I'll try to focus my advice on what you were already doing in the build - ranged defense, good resistances, good recharge. I have a personal preference for heavy ranged defense and Venomous Gas has a good radius for Hovering over enemies. There are some missed opportunities and oddities in slotting. I'll highlight some areas of improvement. First is endurance management. It's very low, the worst contenders being Voltaic Sentinel and VG. VG has no end red and the Achilles proc is more reliable to go off in Envenom. The Scourging Blast set is best split into 2 sets of 3 for the recharge bonuses. Gladiators Javelin proc has almost no chance of going off in Lightning Bolt. Sting of the Manticore is better in Zapp for ranged defense and recharge bonuses. Envenom and Weaken need accuracy. Go with something like 3 set Shield Breaker in Envenom. Then do 4 or 6 slot Clouded Senses in Weaken for superior recharge (over Dark Watcher's) and ranged defense bonuses. I'd personally remove all slots from Tough for a Gladiator's Armor mule and don't run it. Charged Armor provides better s/l resistances and gets you out of having to run a toggle. All your holds have procs, but if you want to use them as a 1 slot I'd prioritize accuracy over a proc. You could probably fit in some LotG's and more mules instead of the holds. Like Evasive Maneuvers or Tactic's/Veng. You skip Poison Trap but that is one of the huge benefits of Poison, I'd definitely grab it. Neurotoxic Breath, Paralytic Poison, Antidote, Elixir of Life (this rez has a crash) are all pretty skippable. Musculature Radial is more desirable here for the additional -tohit and end mod. I'll attach my Beam Rifle/Poison build to show you a more focused direction - it does lack slow resistance. Notice how my slotting in VG emphasizes end red but also manages to boost the -tohit and def debuff potential. Scourging Blast split up goes into long cooldown attacks because the set itself enhances recharge very well. I only bothered with enough resistances to most likely not get 1 shot and my team should save me. Corruptor (Beam Rifle - Poison)2.mbd
  18. I'm finding Sonic Resonance to be an odd power set to build out. Working with heavy resist sets on a Controller/Def/Cor vs melee AT can be a bit challenging. Heavily slotting the 2 team buffs while great for the team, gives you no benefits outside of set bonuses. It ends up being bad for slot economy. You may have to compromise on some build aspects to achieve others. A good ballpark (for me) with end is to get around 1.9 net gain before Incarnates (and outside of using Disruption Field since you can toggle on and off). This changes based on how much recharge and Hasten you have and how procced powers are, or if powers have end red in them. To hit build goals here you'll have to mostly go full set bonuses though anyway, for Controller's that means you'll have to give up dmg in the form of procs. Unfortunately the best way to help your recharge would be to pick up Hasten. To do that I see dropping Sorcery as one of the better options, because the def toggles have more value. You lose out on RoP though. Without drastically changing things in your build, here are some suggestions for optimization: Get rid of Clarity for a LotG mule. The status protection is largely covered by Sonic Dispersion. Take 1 slot out of the 2 team buffs. You're too far past the res cap in those powers. RoP isn't effected by recharge. Remove a slot. Put the Gladiator's Armor def unique into RoP. This free's up a slot from Tough if you want. Reverberant isn't amazing. Can remove slots from him if you want or 4 slot Call to Arms for the rec and recharge set bonuses. Your accuracy is way overshot. Put a 50+5 endred in Tactic's instead. You now have 3-4 free slots: Put one into Stamina for endmod. One into Sonic Dispersion for Unbreakable Guard endred/recharge. One into Tough for Steadfast Protection res/endred and for the 2 slot rec bonus. Last slot can go into Hover for a LotG mule or Maneuvers or something. Probably Maneuvers? Can place a LotG mule, Reactive Defenses unique, and 2 slot Gift of the Ancients for the rec bonus. This should at least help endurance and recharge slightly. If you factor in Incarnates, it should work out.
  19. This thread made me inspired to revisit Sonic Resonance, been wanting one for a while. I came up with a pretty good Sonic/Dark build. As a ranged defense build and juggling endurance costs I found it challenging to work with a heavy resist enhancement based set. Especially if you view it as "losing" slots for things that won't buff you (obvious big gain for allies). Unlike FF, you really need to boost up the team shields because you get so much value from the extra res. Something like 3+ slots unless you go 2 slots with a +5 enhancement, but you lose set bonuses. Some of the resist sets are kind of underwhelming or prohibitive on slot economy. A good example is Sonic Dispersion where one of the only sets heavy in end red is Reactive Armor, but with mediocre set bonuses. I ended up having to frankenslot to get the end red and resist up. Even with heavy recharge I can only see Liquefy getting down to around an 80s recharge. Instead of going after it aggressively I went for any set bonus applicable, instead of a recharge heavy set. At 80s, something like an extra 15s isn't going to make a huge difference. All of the above also contributed to endurance cost challenges and I just barely squeaked by with something acceptable. If running Disruption I'd probably have to start pausing attacks. If Sonic was on a Controller or Corruptor I could see it being more difficult. Defender's definitely have an edge on ease of building and reduced end costs when allies take dmg. I figured I'd share my challenges trying to make a build out of Sonic. There are some unique build pitfalls with it to watch out for. If you lose some defense you'd probably have an easier time. It's far different then say FF where you can shove LotG's everywhere for easy recharge bonuses.
  20. You already mentioned wanting a less busy secondary. I'll reemphasize this because Seismic wants to always be building up stacks. It's highly valuable to spend stacks on Seismic Force (reduces cooldowns), Rock Shards (more aoe dmg), and Stalagmite (better single target dmg). Looking at City of Data, the Seismic recharge reduction will only affect Seismic powers. You can partially get around the common dmg type of smash/lethal if you can proc it. A secondary where you're only weaving in 1-3 buffs/debuffs between attacks would be ideal. Maybe something that covers your defense (if you have an emphasis on defense), recharge, or strong buffs/debuffs. Kin - A bit spammy. It involves some micro-managing of buffs. Could be good though bc you want to be roughly in melee. Great offense. Storm - More busy with an emphasis on getting out Storm powers out first. Storm secondary powers usually become more of a priority whenever I pick Storm. Dark - Fearsome Stare, Tar Patch, maybe Darkest Night. Cold Dom - You're working in Sleet, Benumb, Heat Loss... maybe Infrigidate. Buff when moving between enemies. Force Field - About as least busy a secondary can be. Sonic - Resistance version of FF. Nature - Overgrowth, Wild Growth, Wild Bastion on cooldown. But they're long cooldowns. Pain - Anguishing Cry, World of Pain on cooldown. Empathy - Aura's and buff cooldowns. Time - Chrono, Farsight, Slowed Response. Fixes both defense and recharge. Radiation - Accelerate Metabolism, Lingering Radiation. Usually don't have time to apply toggles on anything but an AV.
  21. Elec/Elec is one of those combo's that can potentially end up doing no dmg unless you "fix" it by picking up Arcane Bolt and Epic attacks. You also don't really need heavy recharge or Hasten, because the longest cooldown you're dealing with is Paralyzing Blast. If you do go with Hasten, you can pretty much rapid fire support powers. Elec/* Electric Fence - This is the lowest dpa single target immob attack of the Controller primaries. It's only useful at a low level to increase your dps, but I'd respec out of it once you can get Arcane Bolt. Tesla Cage - Like all the single target holds, it's a decent single target attack when fully procced. Chain Fences - A reliable way to set up aoe Containment. I usually proc it or set mule it. Jolting Chain - Nice knockdown soft cc. It can take 3 procs, so it can be a semi decent single target attack, but the procs won't go off in the chain. Conductive Aura - This is super nice to help your endurance issues. With a 20ft radius you can skirt the edges of a mob with it, or take Hover and fly above enemies. Static Field - One of the better sleeps, it keeps reapplying so it's reliable cc. Can do anything from 1 slot it or set mule it. Paralyzing Blast - Standard emergency aoe hold. Synaptic Overload - Your go-to power to engage groups of mobs. Full slot it. Gremlins - Passive dps. */Elec Shock - It's okayish. If I take it I just single slot it and use it for the -regen. Rejuvenating Circuit - Standard heal, take it and slot it. Galvanic Sentinel - I don't have much use for it. It's not amazing, but maybe some people like it. Energizing Circuit - Nice group buff, can bounce back to you. I usually 1 slot it. Faraday Cage - Take and slot for resistance. Empowering Circuit - Decent group buff, I usually 1 slot or use a tohit set. Defibrillate - One of the better rezzes if you choose to take it. It's melee but it's a 20ft aoe rez, and doesn't have a crash. Insulating Circuit - Take it and slot it, the absorb is really nice. Amp Up - Kinda weird and skippable. It's not a dmg buff, instead it's better to buff a Defender/Controller/Corruptor, especially if they're in melee.
  22. Very nice! Thank you for explaining the thought process behind the build. You made some great decisions to pull off all your goals and squeezed in some good set bonuses. As to the accuracy, +3 is more than fine for the majority of content. I just usually run +4 ITF a lot or do the new Hardmode content where extra accuracy seems to help (anecdotally). You could probably take this character into HM's up to 3 star? not sure of a good metric for this. Voltaic Sentinel is an annoying end drain, but you managed to offset it nicely. It's nice consistent damage. I don't know if this matters for you, but Musculature Radial has end mod. It will help electric powers drain mobs faster for more Shocked. It's not showing in mids, but the end mod on Charge Up is also nice. I played with it and Ragnarok in Thunderous Blast can be replaced with Annihilation equivalents (2 set endurance). This only changes the recharge on it by around 1s, with a very minor loss in accuracy and dmg. This frees you up to 5 slot Ragnarok in Ball Lightning or Electrifying Fences (probably EF). That gets you perma Hasten. I don't think that the Javelin proc in Zapping Bolt will go off all that often. If you find yourself getting low on end when going all out, maybe shift the slot to Enduring or something else. You really made a beast!
  23. There's definitely something to be said for this. I take a more face-mashing, cruise control, mob go boom approach to gameplay. It does cause a level of homogenization across character's, though. Lower def/res provides a more impactful and systematic style. Every power and choice is more important in-play. It's a very viable and rewarding way to go about the game. Storm/Storm has lots of good power's going for it with this playstyle. Gale, Hurricane, Tornado, Category Five, Storm Cell etc. Low defense/resistance is a viable option. For the OP. It's down to how you would like to play your character and what you're going for. Essentially you can go anywhere from 0-45 defense/resistance and do well. As you level up the character, play with a sliding scale of defense and other stats to determine what you're most comfortable with.
  24. So, there's a ton of variables that go into making a build. Realistically you have to find a balance between defense, resistance, global recharge, endurance recovery etc. It's difficult to achieve every single aspect without sacrificing from one area or another. If you want the hard numbers on defense/resistance - the softcap for defense of any type is 45%. Typically Corruptor's are going to focus on smash/lethal defense if melee, and/or ranged defense. Corruptor resistance cap is 75%. The most value is to at least get smashing/lethal resistance up, since it is the most common damage type. This is easy with Tough and/or a resistance Epic shield that does smash/lethal/exotic resistance. In a perfect world you'll have 45 ranged defense, 75 s/l resistance, perma Hasten recharge, and powers slotted for dmg/procs. With Storm/Storm it will be a struggle to fit all of that in. Really you only need enough resistance to not get one shot with an attack, to give yourself time to recover. Most people going lower defense aim for around 32-38 of their chosen defense type so that a purple shield inspiration will get you to 45 defense. Regardless of solo/team's, as */Storm you want to focus on recharge to get out multiple Tornado's, Lightning Storm, and Freezing Rain. Typically defense is sacrificed for recharge here. This isn't so bad because you're leveraging Storm powers which do soft cc in Tornado knockdown and Hurricane -tohit. As you point out, a team will cover a lack of defenses. For a general all-around build, something like 36 ranged defense, 50 s/l resistance, perma Hasten, and good endurance recovery should be achievable.
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