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Everything posted by Wimbochismo
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I did an in-depth theorycraft of Gravity/Radiation when I was looking for my "next Dom." It's coming up soon once I finish some other projects. Rad has some interesting nuances that need some consideration. There's lots of nice heavy hitting single target attacks but the aoe is arguably lower. The big talking point is the Contaminated mechanic. I liken the new Storm Blast set to a ranged version of Radiation, where there is more setup and conditional aoe dmg. Every attack in Radiation has a variable % chance to inflict Contaminated. Devastating Blow has a 100% chance and an increased crit chance, so it could be good to use as an opener. Fusion will also give you a 100% chance, so you could Fusion + Atom Smasher to apply it via aoe. Then, when you use only the single target attacks on Contaminated foes, it creates an 8ft radius 5 target max aoe attack - excluding the main target. Therefore, you really want some way to clump mobs to take advantage of this. I'm also not sure yet if there is some sort of internal cooldown on it. I don't love Electron Haze with a narrow cone and the additional kb tax, but you could take advantage of FF procs etc with it, it's at least faster than Atom Smasher. The only way to get wider ranging aoe is to proc your primary or go with Epics. In the end I'd advocate for Fold Space. Get em nice and clumpy before targeting a boss to go to town on. Maybe even Presence for aoe taunt?
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@FupDup beat me to the Seismic mechanic explanation. On Sent's, the nukes already have their lowest recharging speed. On my super heavy recharge Seismic/Super Reflexes build, I've got Meteor down to 23.69s. This isn't including FF procs. You can basically press Meteor, use Seismic attacks to reach max stacks, and hit Seismic Force to shave off 15s. Discounting FF procs, that will get you to around a ~5s recharge on Meteor.
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I have an old Defender version of the build that I theorycrafted but never made. It has 43.5 ranged def and 5s off perma Hasten. It's mainly optimized for a Defender but you should be able to directly port it over to Corruptor. It may end up giving around ~40 ranged def on Corruptor. You can also just use it as a reference. The powers are slotted optimally for Thermal, so you should try for something similar in your own build. I would definitely pick up Aim on Corruptor though, I dropped it on Defender. Thermrad.mbd
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I'm using an older version so can't upload your build without an attachment. A quick glance thru, I think it seems like you have most things covered. As to the procs, I'm not totally sure. I've seen most people say that procs aren't great, with 1 or 2 here and there saying it's worth it. I'm not sure if anyone has done some hard testing but I've just been using a straight set that enhances the flat dmg and recharge. My Sent isn't 50 yet to see how things start interacting. The pseudopet that is created shouldn't be capable of proccing often. The "procs" that occur from firing off Storm attacks in your storms I'm not sure about, though. I believe one of them works as a chain, which may indicate only the first target has a better chance of proccing on then the rest. YMMV.
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This combo will 100% work. For some general tips check out the Fire/Dark feedback thread further down. Slotting out Storm attacks will work similarly to slotting Fire from that thread. That being said, I vastly prefer Storm on a Blaster or a Sentinel. The issue is the ramp up time. On a Corruptor or Defender you want to throw out buffs and debuffs first. Here you have Dark, so that would probably be Tar Patch and Fearsome Stare. Then in Storm you have to throw down Storm Cell and/or Cat5 which don't do much immediately. You might follow up with Intensify and then you start laying down Chain Lightning's and single target attacks. That means you spend 3-5 powers on setup time alone. For a Sent, they might be able to jump ahead of the team and lay down SC/Cat5 while soaking the alpha and then start going to town. A Blaster will do something similar but be squishy.
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I'd argue that it depends on how this game values certain buffs and debuffs. Something like FF and Cold are going to blow past defense softcaps and "cap out" at a certain point, so going Corruptor might be more desirable. But then you look at Thermal with +resists and people rarely ever perfectly cap resistance. Pushing the edge of those resistance buffs on a Defender might be more worthwhile. Same goes for something like +dmg, it'll eventually cap out for people, but that doesn't always occur outside of Kinetics. Debuffs also don't necessarily reach a cap. I wouldn't sweat it too much. Some min/maxers may say why go Corruptor at all for dmg, go Blaster. With Poison there's no clear answer outside of more dps or more debuff power.
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No problem! I'm not an expert on Stealth by any means. I'm pretty sure that only the first attack you get hit with from stealth takes into account that higher defense value. It may be worth considering, but I only worry about defensive numbers when in combat and not stealthed.
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The increase in buffs that a Defender gets also translates slightly into building. If you build a Defender and Corruptor in Mids with the exact same builds (the ATO's are very similar), the Defender will have higher defensive stats. If you're aiming for say 45 ranged defense, a Defender will hit that number more efficiently. This will effectively let you nix a ranged damage set in favor of proccing that power. To that end, a Defender build may allow you to proc more. This is really a complex cost-benefit analysis that takes into account what you value more as a player. I've made a few Defender builds like ForceField/Water, where I was effectively making my teams immortal. I reached about level 30 before I realized that going Corruptor would still make my teams immortal, but now I'd be contributing more to dps. From a playstyle point, what do you focus on more? On a Defender I start a fight with debuffs, check that my team is buffed, hit heals when needed, and micro manage a few things before dpsing. On a Corruptor I start a fight with debuffs and then do dmg. I'd only heal if people are struggling and not worry about micro managing buff/debuff uptime as much - while that is still important. The numbers are close enough that its down to stronger dps or stronger buffs/debuffs. The biggest difference to me comes down to the support set. If it is a very busy support set like Electric where you need to fire off those powers constantly, I go Defender. Here you have Poison which is very fire-and-forget, which I like on a Corruptor (I have a Beam/Poison). But again, its what you value more and how you are building it.
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With the changes that were made to Stealth, in regards to powers you personally have toggled on, only the strongest stealth/defense/-threat will take effect. This gives you: Stealth - 55ft stealth, 2.125 defense, -100 threat Superior Invis - 200ft stealth, 2.125 defense, -100 threat In general, Superior Invis is slightly ahead of Stealth if you want to use it for stealth as well, but costs a bit more end. In terms of slotting and preparing builds, it can be invaluable for certain build goals. For a Dominator trying to softcap a defense, an easy LotG mule, as a way to avoid a pool power pick (Combat Jumping, Hover, Stealth) in favor of another. If you did take Superior Invis, I would probably avoid the Concealment pool altogether due to the stacking etc. unless you need more LotG mules.
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Fire/Dark feedback requested - It's good to be back!
Wimbochismo replied to Acrizer's topic in Corruptor
Glad to help! Plenty of things have changed and building is finicky. It was somewhat recently changed so that now all stealth powers will stack. However, on you only the power with the highest stealth radius, defense, threat level will take effect. I think I missed that in the build, so ranged defense is actually 39.4. In a team when you're sharing the buff, the defense etc. will still stack up. -
Fire/Dark feedback requested - It's good to be back!
Wimbochismo replied to Acrizer's topic in Corruptor
I think that build should work well. It may have a bit of issue with debuff resistances and status protection. Ranged defense would usually help you avoid some of this. Incarnates should also help out. One thing you miss out on as a Corruptor is perma Soul Drain from Dark Mastery if you go with a s/l defense shield. It's a fairly significant dmg boost. I was bored, so to show you other options I threw together a build. It's similar to yours but instead has 42.7 ranged defense. The extra dmg/rech in Blazing Bolt is just to make it fit into the attack chain seamlessly. Corruptor (Fire Blast - Dark Miasma).mbd -
Fire/Dark feedback requested - It's good to be back!
Wimbochismo replied to Acrizer's topic in Corruptor
I think I see part of the issue. In Mids you're turning on toggles that you may not necessarily be using. I've conditioned myself to do things like turning off Sprint/Fly/etc when engaging in combat to help manage my end. Same thing for Darkest Night, it's not actually something you use all of the time. Teams tend to move fast. When it comes to applying -tohit, DN is something I only apply if I have time, endurance, or the team has stopped moving for an extended period. Otherwise, your most quick and reliable application of -tohit is actually Fearsome Stare. I made some changes for you for these reasons: Dark Servant needs accuracy to hit. He also only has 1 sporadic hold power, which means hold procs have a low chance to go off. However, everything he does has -tohit, so tohit procs have a high chance of going off. My personal preference is to boost his -tohit and healing for his Twilight Grasp. Twilight Grasp needs accuracy. It's a bit better with full slotting rather than frankenslotting. Don't forget to +5 your recharges by pressing + on numpad. You only need 2 recharges for Hasten. I've given you the accuracy and resistance uniques in Weave which help a ton. Knockback reduction, like in Fly, is often overlooked. Make a note of which toggles I have running in my version. With this, your net endurance recovery is around 2.15... which is all that you need even considering Incarnates. This is the main reason you do want it in Aim. If it is in Tactic's it will unreliably go off who knows when. Aim has a long enough recharge that Gaussian's is almost guaranteed to proc when you click it. This also means you're double stacking the boosts for a heavier hitting single target chain or Inferno/Fireball aoe combo. Corruptor 5 (Fire Blast - Dark Miasma).mbd -
Fire/Dark feedback requested - It's good to be back!
Wimbochismo replied to Acrizer's topic in Corruptor
Heya, welcome back! If anything attachments are desirable depending on what version of Mids people are running. I'll try to give a breakdown of the highlights and things to shoot for in Fire/Dark. When it comes to defense, there are build options for: low defense, softcapped S/L, softcapped ranged or some combo thereof. Since it looks like you're going s/l defense, you're doing pretty good. If you pick a s/l defense Epic shield, I highly suggest taking Tough to cover the most common s/l resists as well. Some of the resist sets are also great sources of s/l defense. I'm also going to highly suggest Hasten for this build, if not perma Hasten. The highlights of /Dark revolve around putting out multiple Tar Patch's and Howling Twilight uptime as a debuff. In Fire/ you want to be able to cycle your heaviest hitting attacks and have the recharge to do that. Inferno and other aoe's cooldowns are important. Corruptor's also have a slight recharge advantage by splitting the Scourging Blast ATO across 2 powers and getting the recharge twice. After a quick eyeball at your build, I think you need to just pair down what you have and redistribute some focus. With enough recharge you should be able to drop Flares since it's the lowest dpa attack. Fire Breath is usually a skip with the long cast time. Drop Petrifying Gaze. Drop Leadership and Leaping for Kick/Tough/Weave and Hasten. Put 2 regular recharges in Hasten. Pull out all but 2 slots from Stamina and all those slots from Brawl and put them in powers you're using. Split Scourging Blast set in 2. Focus on sets that increase recharge. Gaussian's build up proc goes in Aim. If you need more random one-off type powers, pick something like Hover for your last LotG mule. Or slot it more and use it as well. That should at least get you moving in the right direction. -
It depends on if you're solo/group or fighting AV's specifically etc. If you're solo or fighting AV's then it becomes more important to have perfectly perma PA and defense may matter less. Even then, with the knockdowns and other tools Storm provides, it's not terrible to be off perma or have less defense. If you're doing harder content and trying to be self sufficient, it's generally a good idea to have some defense. If there is a gap in PA tanking or if you just take some hits in group chaos it's nice to have a buffer. Otherwise you get into the defense vs resist/mes resist debate. Both have their pros and cons. I'd play with it as you go and see what works best for your playstyle as you enter final build tweaking.
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You've got all the basics squeezed into your build, I think you just needed some refining and more LotG mules. I took your build and only made a few quick changes. Since you're going the ranged defense, perma Hasten route I emphasized that a bit more and cleaned up your endurance management. This build already has a lot going on with getting perma PA and Storm's high uptime demands. Some reasoning for my cuts/changes: Enflame is kind of just an end drain on top of Storm's prohibitive end and isn't totally amazeballs. Dropped it. Spirit Ward vs O2 Boost vs Gale. I like having the Prev Med absorb proc so I prefer a heal. O2 boost gives mez resistance. I rarely like taking the long cooldown aoe Hold, it's barely ever up, but can if you want it. You really needed your toggles slotted for resistance/defense/endurance. Don't forget to add two +5 recharges to Hasten to max its recharge. Getting those 5 LotG's helps a ton. Freezing Rain/rains don't proc very well. You mainly want it for double stacking the -res effect. With this you have 2.6s off of perma Hasten and 5.5s off perma PA. One shot of FF proc should be enough to perma you in combat. Ranged defense at 42% now. What I'd like to see, or area's for further optimization: Steamy Mist also slotted for resistances. Spectral Terror for -tohit. A slight bit more accuracy, Blind is the lowest at 86% accuracy against +3's. Otherwise it's just solid enough. From here you should have a more solid base to make whatever additional changes you need. Controller (Illusion Control - Storm Summoning).mbd
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I have an Ice/Thorn/Psi at the mid-levels, with her endgame build pretty much fleshed out. I put her in the metallic mini-skirt and changed the thorns to look like ice crystals and omg it just werks. For Dom's I usually make mine near perma Hasten with ranged defense. I don't always proc out the Control set like I might a Controller. What I'm finding is that it really helps to pair up Arctic Air with either Cold Snap or Ice Slick on mob engage. Arctic Air has a chance to make mobs avoid/run, so stacking the -spd will keep them around longer. In addition, AA takes time to ramp up and provide defense via control, so the addition of fear or knockdown will help stagger the initial incoming attacks. At lower levels especially the aoe dmg is a bit lacking, unless you take @twozerofoxtrot's advice and proc the control's. All of the control's here have a 2-3s cast time's. I actually don't totally hate Thorn Burst with a lack of aoe options at lower levels. If you consider that aoe confuse is aoe dps, then sprinkling the -def with Fling Thorns and Thorn Burst could help facilitate that. I will say that maybe my slotting is off, but the single target rotation is a bit wonky. Thorn Barrage, Impale, and Skewer are highest dpa. It's a struggle to get Thorn Barrage's recharge to be sub 5s and fit in seamlessly while having to use 1 slot for kb-kd. Right now I'm kind of considering Ripper as a single target filler attack since the dpa isn't so bad. I also really like Muscle Radial for the dmg, endmod, -def boost.
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Your build looks great, there aren't too many suggestions to make. I just wanted to point out something people usually overlook with the WotC/OP procs. They actually enhance recharge as well, so putting it in an 8s recharge power will lower your proc chances, even if it's still pretty solid at 5PPM. I was playing my fresh 50 Dark/Psi Dom last night and noticed some interesting things with Haunt. Broken down they do: a single target fear at 6s recharge, and a single target punch at 46 dmg base, .83s cast time, 3s recharge with -7.5 tohit. I'm not sure if pet proc chances are effected by the recharge of the pets power. If they are, Haunt doesn't seem like a good candidate for procs. Because there's two of them, they're actually pretty good dmg even with flat dmg enhancements. For Controller's this is a noticeable bump. What I found interesting is that they can be double stacked. We had good recharge/survivability on the team so I occasionally found I had 4 following me around. Jumping into MIDS, my build is 1s off perma Hasten. Maxing Haunt's recharge I could get it to 56s recharge with 60s duration. On a more intense recharge build, with Haunt slotted for recharge I could imagine getting it to around ~54s recharge.
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Wanted to extrapolate on this because the wording is a bit ambiguous and the power itself is a bit confusing. Damping Bubble does more of a reverse Power Boost (not the same effects but similar idea) to enemies. It doesn't directly do -tohit among those other debuffs, it reduces the strength of the enemies debuff powers. So any outgoing powers/toggles an enemy is running now have a reduction of -DDR, accuracy, tohit, regen, perception, and speed. This means you're not only boosting defenses via shields, DDR via Damping, but any incoming -DDR is further reduced, giving extra defensive buffer. Actually I really need to spread this info, I think I've only seen it mentioned once.
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It's worth noting that the DDR can be enhanced with slotted defense. It's about 21.63 base, 33.86 with 2 50+5 defense enhancements.
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Adrenal Booster is a big highlight. I found out some interesting things when reviewing a Time Corruptor build... AB is a Power Boost ability, it also increases recharge for 60s and helps facilitate high recharge builds. Easy personal sources of Power Boost include AB at 27.68, Power Build Up and Power Boost at 78.67, and Clarion at 60 for 22.5s. However, AB is the earliest source of Power Boost you can get at level 20. Paired with early Force Field shields, it can be very potent. Next part involves managing cooldowns: On my already perma Chrono Shift build + AB's recharge boost I can get AB down to 140s recharge with a 60s duration. Farsight has a 56s recharge and 120s duration. Theoretically you should be able to chain together AB + FS, FS, AB + FS for a perma 27.68 boost. Boosted Force Field shields should also work in a similar manner. I'll attach the build. The boost is small, but all of this together could potentially open up builds to do things like: Pursue other Epics instead of PBU/PB. Grab a different Destiny instead of Clarion. Or stack three of them together for a 166.35 Power Boost effect. Time AB Theorycraft.mbd
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Since you already did a lot of legwork and I hit you with a wall of text - I'll attach a build with my proposed changes. It's fairly tight and I couldn't see fitting in extras like the Prev Med absorb proc. There's a heavy focus on squeezing out recovery with set bonuses and endred in toggles. You get another aoe in Psynado. Whirling Hands needs a surprising amount of endred, that thing costs a ton. Didn't realize Link Minds doesn't take a regular recharge, so I +5 the Adjusted Targeting. Dom Illusion-Nrg.mbd Edit: The Kismet accuracy in CJ is overkill, so there's a free slot for Prev Med in Health.
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You've got a really good base for everything you need. I can't speak for early perma Dom bc I've never tried it. I think some of what you're coming up against is advanced slotting tactic's and tightening up some extraneous slots/powers. @Meknomancer gives some good advice for that. I'm not a fan of changing the mids settings to blanket all your enhancements at +5 - you may not want to do this if you're running attuned. Instead, when selecting an enhancement, press + on numpad to selectively increase it to +5. To get the most endurance return out of Health and Stamina slots - place Panacea, Miracle, and Numina's in Health. Stamina only needs the Perf Shift +end and 1 Perf Shift endmod. You could fit one more endmod in Stamina, but the returns aren't great and even putting that slot in a toggle for endurance reduction will benefit you more. Reduce Power Up to 2 slots like Mekno suggested. If you +5 the recharges in Hasten, you're actually over perma Hasten by about 116/120s. To that end, you can reduce recharge slightly and eliminate a recharge set to instead focus slots to something else. Perma Phantom Army isn't as detrimental for Dom's bc they don't taunt like the Controller version. One issue I see with people building Dom's is that there's a ton of toy's to play with, but you need to focus on quality and not quantity. What I mean is that first and foremost, you need a solid attack chain and some kind of aoe. After that you need selective powers/utility/control from the primary for survivability etc. Then you need toggles and defenses if you go that way. It's easy to accidentally focus too heavily on control, dmg, or toggles and forget something. The following suggestions are focused on tightening things up and managing endurance better. If you followed the above suggestions, you should have an additional 3 slots to play with. Right now you're running a ton of toggles but they're barely slotted for endurance reduction. Dedicate some slots to toggles. One 50+5 recharge in Link Minds is better than Adjusted Targeting's recharge. In Power Blast, the heal proc for Entropic seems nice, but the Decimation set enhances dmg/rech etc better and squeezes more juice out of the power. I would drop Flash entirely. You have strong cc for setting up survivability with on-demand Gleam and Spectral Terror. Flash just isn't as good with a long cooldown. In Blind, remove 2 slots. The Gladiator's Javelin proc will almost never go off with the power slotted for recharge. The single target Hold is usually only used to lockdown bosses and not as dmg. You're running way too many toggles. Illusion has Invis for additional defense which is nice, but adds a toggle. Personally, I would drop Kick/Tough/Weave. Tough doesn't actually give a lot of return on s/l res. The Epic resist shields like Mind Over Body provides higher resistances and can take the resistance one-offs. Instead of Weave, take Combat Jumping which costs almost no endurance. This lets you eliminate a toggle. I haven't looked at Energy before, so I wanted to give a breakdown to see what it has. It looks like if you're using some Energy attacks against stunned targets, you have a chance to gain Focus. Setting up Gleam first as a stun becomes much more important. However, the only way to guarantee getting Focus is to use the Total Focus attack. Whirling Hands is your only aoe, I'd try to fit it in. Maybe Flash for WH. Highest single target DPA of attacks is Total Focus>Power Burst>Power Push=Bone Smasher>Sniper>Power Blast>Power Bolt. If you're focusing on range attacks you could go with Power Burst, Power Push, Power Bolt (you're forced to pick it or Spectral Wall/Bone Smasher) and I'd still take Total Focus. I'm not sure how desirable the Snipe fits in but you could end up with 1 extraneous attack or power (Spectral Wall or Power Bolt 1 slotted) that you don't use.
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Creepers are definitely worth slotting for procs. They also need some accuracy which you've got and ideally a bit of recharge to get them perma. They follow you and are a big source of dmg so it may be worth it to give up something like the Hold proc to shave the 13s you need for perma. Your defense numbers are off, you're actually around 23.7 defense at the highest. In combat, part of Stealth's defense is suppressed. I'm not sure if it's different in the new mids, but go Options>Configuration>Effects & Maths>Suppression>Check Attacked. This will display your numbers as if you're in combat. Roots is one of the highest dmg aoe immobs. You could switch the Anchor set for Bombardment, you still have perma Hasten but you can pull more dmg out of Roots. With Creepers, Ball Lightning, and Root spam you should have respectable aoe. With lower defensive numbers you may have to be mindful of things like status protection and slow resistance to protect your recharge.
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I agree Choking Cloud is much better on a Controller. It is still functional for Defender's. The only difference for the Controller version is that the hold lasts 1.5s longer - further exacerbated by the global cc sets. With a 6s hold duration and 2s activation it will still reliably hold minions/lts and start stacking up on bosses, providing some value.
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Just wanted to add a note on Faraday and recharge. Electric isn't really desperate for high recharge, if you go lower recharge it becomes less busy. Faraday Cage is also integral for the Static mechanic. Using powers alone, you will struggle to build up Static and make the chains hit the whole group. Just standing in Faraday will quickly let you hit the Static cap. Faraday is very much a CAST THIS POWER FIRST deal.