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ratinox

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  1. I don't hate it. I simply don't like it.
  2. One more thing you might consider: add some range to Twilight Grasp because in addition to being a good debuff it's also one of the best powers in the game for pulling single targets like the four AVs at the end of Ms. Liberty TF. Enemies know they've been attacked but since TG does no damage they don't "yell" to alert their own allies.
  3. The brief Fire/Dark discussion on the Homecoming corruptor forum prompted me to finish up my final (for now) Fire Blast/Dark Miasma corruptor. I also figured I would write up why I picked (or didn't pick) certain powers and how the whole is greater than the sum of the parts. For this reason I am grouping powers by usage rather than the traditional list of power sets and pools. And so, on with the show. CORE POWERS Shadow Fall, Sprint w/ Celerity +Stealth, Recall Friend: This makes me effectively invisible to most enemies so I can ghost missions and position myself close to enemy spawns to set up my debuffs and alpha. Recall Friend is here to help ghosting on teams. Darkest Night, Fearsome Stare, Tar Patch: Darkest Night and Fearsome Stare floor almost all enemies' to hit while Tar Patch debuffs their damage resistance and keeps them confined for The Alpha. Soul Drain, Dark Consumption, Inferno, Rain of Fire: The Alpha. Soul Drain soaks up enemies health and turns it into damage. Inferno to melt enemies. Rain of Fire to get whatever is left. Dark Consumption fits in here as another PBAoE attack with the nice side effect of recovering a bunch of Endurance. Fire Ball, Fire Blast, Blaze, Blazing Bolt, Tactics, Petrifying Gaze: The single target attacks (mostly) for dealing with weak enemies and small spawns not worth The Alpha, dealing with runners, or burning down bosses/EBs/AVs and so on. Tactics is boosted to help achieve +22% to hit buff (the in-game total is +22.01% with Kismet Accuracy in Shadow Fall) in order to maximize Blazing Bolt. It also helps offset enemies' to hit debuffs applied to me. Twilight Grasp, Howling Twilight: A small regeneration debuff and a very large regeneration debuff with some nice side effects. Twilight Grasp has a PBAoE heal while Howling Twilight revives downed allies and disorients nearby enemies. Dark Servant: Fluffy debuffs enemies' to hit. Fluffy debuffs enemies' damage. Fluffy hurts enemies. Fluffy holds enemies. Fluffy immobilizes enemies. Fluffy terrorizes enemies. Fluffy heals allies. Fluffy is amazing. Maneuvers, Vengeance, Fly, Afterburner: These are to hang four Luck of the Gambler global recharge IOs. Take other pool powers if you prefer them. Dark Embrace: Hanger for Aegis, Steadfast Protection and Gladiator's Armor special IOs with the nice side effect of some extra damage resistance. NOTES Gaussian's in Tactics, Recharge in Tar Patch and Howling Twilight are boosted to 50+5. INCARNATE ABILITIES Alpha: I chose Musculature Radial Paragon because it enhances the two things that Fire Blast and Dark Miasma do best: damage and debuffing to hit. Interface: I chose Diamagnetic Core Flawless to reinforce this. My damaging attacks apply a stacking -5% to hit debuff and have a chance to apply a -10% regeneration debuff. Judgement: I choose Ion Core Final for an AoE with a shape different than all of my PBAoEs. A cone Judgement should stack nicely with Fire Breath (see below). Destiny: I chose Clarion Core Epiphany to shore up the lacking status resistance. Lore: I chose Polar Lights simply because they are unobtrusive. Hybrid: I chose Assault Radial Embodiment because I felt like it. Assault Core, Support Core and Support Radial are all good paths for a corruptor. Melee and Control not so much (Ice Blast and Dark Blast might find utility in Control). POWERS NOT TAKEN Flares: This is matter of personal preference. Flares recharges a little faster, Fire Blast does a little more damage. Having both for leveling until you get Blaze and Blazing Bolt is a good idea and then respec out of the one you don't want to keep or set up a second build so that you can switch to the low level loadout for early TFs and Ouroboros missions. Optimal rotation yada-yada doesn't hold up for me. Twilight Grasp needs to be in the rotation to debuff hard targets and it has a long cast animation so I chose the slower, harer-hitting of the two. Fire Breath: The 30 degree arc is quite narrow compared to Fearsome Stare's 45 degree arc and the range is quite short. I found it was just missing too often to be worth using so I respecced it out. The damage is great when it hits and if you routinely team with a tanker or brute who can get enemies into tight clusters then go ahead and take it and slot it. Aim: Not for this charcter. Tar Patch and Soul Drain are better. Black Hole: The turkey of the Dark Miasma set. There is just no reason to take this power. Hasten: The elephant in the room. Suffice to say, I don't like Hasten. THE BUILD Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sable Blaze: Level 50 Science Corruptor Primary Power Set: Fire Blast Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Teleportation Power Pool: Flight Ancillary Pool: Dark Mastery Villain Profile: Level 1: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5) Level 1: Twilight Grasp -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(7), ThfofEss-Acc/EndRdx/Heal(7) Level 2: Fire Ball -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(9), SprMlcoft-Acc/Dmg/Rchg(9), SprMlcoft-Dmg/EndRdx/Rchg(11), SprMlcoft-Acc/Dmg/EndRdx/Rchg(11), SprMlcoft-Rchg/Dmg%(13) Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(15) Level 6: Rain of Fire -- Rgn-Dmg(A), Rgn-Dmg/Rchg(17), Rgn-Acc/Dmg/Rchg(17), Rgn-Acc/Rchg(19), Rgn-Dmg/EndRdx(19), Rgn-Knock%(21) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(21) Level 10: Darkest Night -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/EndRdx(23), DmpSpr-ToHitDeb/Rchg/EndRdx(23), DarWtcDsp-ToHitdeb/Rchg/EndRdx(25), DarWtcDsp-ToHitDeb/EndRdx(25) Level 12: Howling Twilight -- RechRdx-I(A), RechRdx-I(27) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), Ksm-Def/EndRdx(31), Ksm-ToHit+(33) Level 18: Blaze -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(33), SprScrBls-Acc/Dmg/Rchg(33), SprScrBls-Dmg/EndRdx/Rchg(34), SprScrBls-Acc/Dmg/EndRdx/Rchg(34), SprScrBls-Rchg/+End(34) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(36), DarWtcDsp-ToHitDeb(36), DarWtcDsp-ToHitDeb/EndRdx(36) Level 22: Recall Friend -- BlsoftheZ-ResKB(A) Level 24: Fly -- WntGif-ResSlow(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(37), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(39) Level 28: Petrifying Gaze -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Rchg/Hold(39), BslGaz-Acc/Hold(40) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 35: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46) Level 38: Dark Servant -- HO:Lyso(A), HO:Lyso(45), HO:Perox(45) Level 41: Dark Embrace -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(46), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(50) Level 44: Afterburner -- LucoftheG-Def/Rchg+(A) Level 47: Soul Drain -- Arm-Dmg(A), Arm-Dmg/Rchg(48), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(50), GssSynFr--Build%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 50: Musculature Radial Paragon Level 50: Diamagnetic Core Flawless Interface Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment Level 50: Polar Lights Radial Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1559;723;1446;HEX;| |78DA6D94594F135114C7EFB4534B29D016285BD9A1B42C2D2D8B8A4B4C003124901| |031BE36030C30716C9B6931E293F8117CF10BB89128A231C618DFDCE3836BD407BF| |82CBAB61194FE77F6C9BD4499BDFB967BBE79C39EDECC5C98AAD531B2784E499D09| |54C263191328CB574366538E7173535B9A8DA8510EE79654157DBC775E592EAA473| 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|E47DA759C5385F8CF335CBF9DF2C7DE8117D259A5889265EA2192ED18C9468A62D4| |DAE79D39C9159CC595DA86F4ECEFF3708C98A7079F3BF78F347395939428A60537E| |15749274161D5574607A3F8BFDC3F0FF5DEC7F0DB7565D056768F5E3B0994F8BE4C| |D62B9B32047FD05B9B1B620FFEFF90B02AA040E| |-------------------------------------------------------------------|
  4. Indeed. While corruptors can get close to blaster damage in their primaries once scourge and debuffs are applied, they're going to lose in the long run once secondaries are factored in. Blasters have more ways to do more damage than corruptors. That's not to say corruptors can't be competitive because they definitely can, but getting the most out of a corruptor doesn't come from stacking moar damage. It's providing support for the group whether that's just yourself, a team of 8 running missions or task forces, or a league running Underground or BAF.
  5. I prefer Fire Blast to Flares but this is a matter of personal preference. Yes, optimal rotation, yada-yada, but if you're playing Fire/Dark then you're almost never going to be using an optimal damage rotation because you'll be mixing in Twilight Grasp to debuff hard targets. -Speed in Tar Patch is hard capped out of the box (-90%). The Slow enhancement does nothing. Replace it with Recharge. Edit: or don't if you boost two level 50 IOs to 50+5; saves you an enhancement slot you can use elsehwhere. You could move the Freebird: +Stealth to Sprint Celerity: +Stealth. I find Sprint makes a good stealth toggle because it doesn't interfere with other movement powers. With Freebird: +Stealth you lose that -Per modifier when you switch to full speed flight. I think Aim is a waste of a power slot when you have Dark Miasma and Dark Mastery. Tar Patch is almost as good as Aim (30% more damage taken vs. 42.5% more damage done) but it lasts three times as long (30s vs. 10s). Soul Drain hitting 6 enemies is about as good (40% vs. 42.5%) and also lasts 30 seconds. I suggest slotting Soul Drain as a PBAoE attack: get some accuracy and damage in there. It does respectable damage when it hits and you want it to hit. Get a third recharge into Howling Twilight. It's one of the best debuffs in the game and it's worth having as often as possible in long AV encounters. Edit: or don't if you boost the two level 50 IOs to 50+5. You don't need Fear Duration in Fearsome Stare. Anything that survives long enough for it to matter is probably resistant to fear effects anyway. Dark Servant is tricky to enhance because none of the pet sets cover everything it does. One option is to use Hamidon Origin enhancements. Two Lysome Exposure and one Peroxisome Exposure will cover accuracy, some damage, and all of the holds and debuffing it can do. Replace Assault with Vengeance. Assault's 10% damage isn't worth it in my opinion, but you can hang a Luck of the Gambler Global Recharge IO in Vengeance which is worth it even if you never use Vengeance itself. Put a Performance Shifter: Chance for End in one of the Stamina slots. Chance for End proc is better than a vanilla end mod enhancement at higher levels.
  6. I don't seem to have problems with Apex/TM or BAF, and I did okay on the one Underground Trial I got in on. Shadow Fall and Celerity: +Stealth make me effectively invisible to those enemies. I'm not initiating combat; I'm following the alpha tank in to lay down debuffs once they have some threat control. Maybe it's a matter of mindset? I play my Fire/Dark corruptor like a Dark/Dark defender with way more damage and a little less crowd control (no Tenebrous Tentacles) rather than a blaster with a support secondary.
  7. I soloed the entire Maria Jenkins arc while leveling with these powers (mostly Frankenslotted; you can see a remnant in Fire Blast), and I just finished farming Unveiler from that Jaeger's task force at +0x8 no boss solo. It works. It's a fun loadout: good single target damage, good AoE damage, and utility for nearly every occasion, and no micromanaging of clicks and toggles.
  8. Here's a thing: you don't need to try to soft cap Defense with IOs and powers when you're running Dark Miasma. Shadow Fall, Darkest Night, Fearsome Stare together can floor almost everything's To Hit and that's team-wide. Everything else is icing. It doesn't hurt to have Defense, though, because you need some time to set up DN and FS. So, here's my expensive build. This is actually in play, not theory crafting, almost: I don't have Gaussian's in Tactics yet and my Incarnates are not fully ranked. Feel free to take something other than Flight if you want. Musculature Radial because it enhances To Hit debuffs. Diamagentic Core because it adds -To Hit to all of my attacks (pocket Dark Blast effect). Clarion Core because not much other mez protection in this setup. Ion Core for an AoE with a different shape. Polar Lights because they're unobtrusive. Assault Radial because double hit is better than more damage when already at damage cap (Soul Drain, Fulcrum Shift, etc). Sable Blaze - Corruptor (Fire Blast).mxd
  9. Just my two cents worth: when I'm on confined maps I leave my tier 1 minions at home. The tier 2 and 3 minions are enough to get things done.
  10. Friends or not, there is still a distinction between being part of a team and being carried by that team.
  11. No, it's not a matter of play style or interest. Illusion lacks sustained damage and Force Field does nothing to offset the poor sustain. Try it some time. Spoiler: you will run into elite bosses in story arcs that you will be unable to defeat and you won't be able to progress without being carried or through the content or outleveling it through other grinding. It really is a non-viable powerset combo.
  12. No, it's not, and I'll tell you why by way of a specific example. My very first character, back on I2 or I3, was one of the worst possible combinations the game has to offer: Illusion/Force Field Controller. Solo was the worst slog ever. Low damage from the primary (this was before Containment), zero benefit from the secondary, and then ED happened which left me with 2+ minutes down time between PA summons. Team play I was a bubble-bot with little to do between refreshes besides leech XP. I honestly cannot think of anything as objectively bad as Illusion Force Field. So yeah. Almost everyhing is viable.
  13. Likewise my base on Indominatible. The only thing that we can do client side is wait for the map instances to time out and reset but I don't know how long this takes. If it persists then an admin will have to restart the relevant map server database instance.
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