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Darkir
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Self damage or team damage? ST or AoE? Procs or traditional?
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Yeah, see my last comment where I talk about /dark being nerfed on a corruptor.
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Yes, the build can solo +4x8 and AVs. Make sure you get envenomed daggers for the AVs. /Dark on a corruptor has been pretty heavily nerfed and so I stopped playing it, but here is the build. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Dark Mastery Villain Profile: Level 1: Fire Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(19), SprScrBls-Acc/Dmg/Rchg(19) Level 1: Twilight Grasp -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(7), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(9), NmnCnv-Regen/Rcvry+(11) Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(5), Rgn-Knock%(5) Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(15) Level 6: Rain of Fire -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Rchg/+End(11), SprScrBls-Dmg/EndRdx/Rchg(13), Dmg-I(13) Level 8: Assault -- EndRdx-I(A) Level 10: Howling Twilight -- RechRdx-I(A) Level 12: Aim -- RechRdx-I(A) Level 14: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def/Rchg+(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39), Ksm-ToHit+(40) Level 16: Shadow Fall -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(36), UnbGrd-ResDam/EndRdx/Rchg(37), LucoftheG-Def(37), LucoftheG-Def/Rchg+(37) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(21), SprMlcoft-Acc/Dmg/Rchg(23), SprMlcoft-Dmg/EndRdx/Rchg(23), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34) Level 20: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(36) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx/Rchg(33), GldArm-3defTpProc(34) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(33) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(40) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dam%(46) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 38: Dark Consumption -- PrfShf-EndMod/Rchg(A) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42), StdPrt-ResDam/Def+(43) Level 44: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(46), FuroftheG-ResDeb%(46) Level 47: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(48), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(50), CldSns-Acc/EndRdx/Rchg(50), CldSns-%Dam(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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17) Level 50: Agility Core Paragon Level 1: Quick Form Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1516;718;1436;HEX;| |78DA6594594F135114C7EF2C155A96B6B4652F50B62ED04205356E2101C42890B0B| |8C5976622034C44DA4C4BA26FE247D0079FDC12D744513F83467DD3A8DFC0F5C525| |71899A98F1CCFC8FA549279DFCE69EFD9C7B6FA74F8F576FEC5F1F1192776C45CBE| |7336359D35CCB15B266E5F45A412B18D95545D053416F4B519799D35697F485D484| |61EA9951F22B346FEA46D7161753E39A7932336D68F9539AF0CE64B32BA9295D5BD| 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1. Is there a way to drop my reliance on purples and breakfrees to stay near cap, without wrecking my frankenprocs? Yes, rune of protection. 2. Are there some very rare/winter sets that are actually worth slotting, or is me 'el cheapo' build good like it is? Is there a better way to engage solo or on a team? do I have too much end slotted, or too little? Yes, possibly. Depending on how we are building either superior avalanche or blistering cold could be quite useful. Purples are always great for the recharge and acc (some of them have acc anyway). The confusion purple can also be used for another +5 to ranged def possibly, but all of this depends on our goals and how we are building. 3. Is there a better way to engage solo or on a team? Yeah, go into the fray so that every fulcrum shift hits you and you cap yourself after one use (as a defender). 4. do I have too much end slotted, or too little? Too much end in transfusion and transference in my opinion. Without a way to do -recov, -end is basically useless on mobs. 5. does my accuracy suck too much? I like to have 95% acc to +3s, some of your powers aren't quite there yet. Fulcrum shift being one. 6. Is my slotting a full set of pacing of the turtle in siphon speed retarded? Yes. ^_^ 7. Should I replace one of the entropic chaos with winter's bite, apocalypse, or decimation? or maybe lowball a thunderstrike or two for more def at the expense of recharge? Should I drop that Kismet acc for a glad armor resistance to almost cap my s/l and pump up my end a tiny bit more? I posted the build I think you should go with instead and so I will let the build answer these questions.
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Do you have a video of you doing this? I'd be interested to see it and the build you were using.
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So, you want to exemplar, fight in melee, have mez protection, use procs, have good resistances, and have good defenses? You kind of want to have everything don't you? *sigh* Let me see what I have in my build chest. *rummages around tossing out random kinetics builds until the room is virtually filled with them* Ah, kin/water defender with softcapped defenses and rune of protection. Why don't you try this on? Build: Ok, so the idea here is avoid all recharge in dehydrate and water jet in order to let those procs go off all the time. This allows single target damage to be quite high. The build has damn near softcapped range and s/l defense. Now, because virtually every melee attack has some kind of s/l component this essentially makes us softcapped to melee too. S/L resistances are capped and all other resistances are around 45% when rune of protection is up (and you'll have mez protection). With the FF procs going off a lot , I think you'll be able to keep RoP up around 60-65% of time. Also, we have taken repel slotted with the FF proc and kd to kb, this allows us to do even more knockdown while in melee range and adds some needed survivability and extra recharge procs. I love repel when its slotted this way when combined with good defenses, please try it. I took the cardiac alpha in order to avoid enhancing recharge in any of the powers and it seemed like the best option, providing restances and endurance reduction. I also tried to keep this relatively cheap and so there are no purple sets, but I did use +5s in hasten, siphon power, fulcrum shift, and siphon power. These are necessary in order to get us to the acc cap against +3s and to get to the ED cap in hasten. Both transfusion and transfgerrence have no -recov and so slotting it for end drain will not have the desired effect and so I slotted them differently (essentially due to how mob endurance works you need to floor their recov and end drain in order for them not to attack because they will attack as soon as they have 1 end). Anyway, let me know what you think. Edit: Oh, and I abandoned the flying and necessity of the melee hybrid because the build is softcapped. Go for the assault hybrid instead for that sweet double hit dmg. Kinetics just plays better in the fray due to how fulcrum shift works. In my opinion at least.
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Does it work? Yes. Just not well in relation to every other set out there. It just doesn't compare to cold, dark, storm, or rad. Poisons debuffs are nice, but I'd rather have a cold or dark defender with me every time. Heat loss and sleet are superior to venomous gas and envenom in most ways. The biggest problem is that envenoms AoE is so confoundedly small, just give it a 15 radius and it'd be great, but a radius of 8 just makes me sad inside. It's so confusing when you look at other sets that have stacking debuffs and other useful tools. Then poison brings no defensive/survival powers and then to top it off, there is no self healing power or good team buffs. Which essentially means in practice that you'll want to pair it with water or dark blast in order to be somewhat self sustainable and this all just boils down to making poison feel really limited. You can make anything in this game work and feel powerful, but you'll need to work at it more with poison. (Then you look at time manipulation and you basically become a tanking God without even trying on a defender.)
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You'll need the unofficial release. I used some of the new sets.
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If you truly want to AFK farm just go to an asteroid map with softcapped fire def and hardcapped fire res, run around the map and then follow an NPC with burn/fireball/atom smasher on (I think burn is fastest but I haven't tested it in a year or so). Should take about 10-12 minutes.
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Ok, I tried to get everything you wanted. You are softcapped to range and 3% away from melee softcap, but you don't need to worry about that because time's juncture will give you more than enough due to the tohit debuffs. You have rune of protection for mez immunity and it will be up around 2/3 of the time. You have capped s/l res even before rune of protection, perma hasten, perma soul drain, and lots and lots of FF recharge procs with water burst and geyser. These recharge procs should allow you to have rune of protection up even more and do even more AOE dmg with water. I think you will find that perma soul drain will give you more dmg overall than going psychic mastery. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Defender Primary Power Set: Time Manipulation Secondary Power Set: Water Blast Power Pool: Leadership Power Pool: Fighting Power Pool: Sorcery Power Pool: Speed Ancillary Pool: Dark Mastery Hero Profile: Level 1: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(36) Level 1: Aqua Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(3) Level 2: Time's Juncture -- EndRdx-I(A), Slow-I(27), Slow-I(34) Level 4: Water Burst -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(5), SprVglAss-Rchg/+Absorb(5), FrcFdb-Rechg%(7), Dmg-I(7) Level 6: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(9), LucoftheG-Def/Rchg+(11), Rct-ResDam%(37) Level 8: Boxing -- Empty(A) Level 10: Whirlpool -- PstBls-Dmg/EndRdx(A), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(37), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(50) Level 12: Spirit Ward -- Prv-Absorb%(A) Level 14: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(15), ImpSki-EndRdx/Rchg(15), ImpSki-ResDam/EndRdx/Rchg(21), GldArm-3defTpProc(21) Level 16: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(17), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(48), RedFrt-EndRdx(50), LucoftheG-Def/Rchg+(50) Level 18: Farsight -- HO:Cyto(A), HO:Cyto(19), LucoftheG-Def/Rchg+(19) Level 20: Dehydrate -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 22: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 24: Rune of Protection -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(25), ImpSki-EndRdx/Rchg(25), ImpSki-ResDam/EndRdx/Rchg(27), RechRdx-I(48) Level 26: Slowed Response -- AchHee-ResDeb%(A) Level 28: Water Jet -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(31) Level 30: Hasten -- RechRdx-I(A) Level 32: Chrono Shift -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(34) Level 35: Dark Consumption -- PrfShf-EndMod/Rchg(A) Level 38: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42), StdPrt-ResDam/Def+(43) Level 44: Soul Drain -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46), FuroftheG-ResDeb%(46) Level 47: Tidal Forces -- GssSynFr--Build%(A) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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: Sprint -- Clr-Stlth(A) Level 1: Vigilance 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), Mrc-Rcvry+(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(11), PwrTrns-+Heal(13) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Musculature Radial Paragon Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1573;740;1480;HEX;| |78DA65944B4F135114C7EFB453A0431F9437B4A52D0FA9C54E3B3CDC922862146A8| |81A5D1932C20013B16DDA92C8C2081A3E8092C86770E34279B8F543E842D8AB0BD4| |C4473451EB99F91FEA24BD99C9EFDE73EF79DE47EEDE94EFF9C5CD492105CEAFEAE| |5F2FC94B164E4178D52536EADA257CC425E58AD91FED8C9D4FCB9B5A525F5BA79D7| |98CFE979B3B8B66A2F0CD7E6AFEAF9656351BDA957ACC564B622827385C2AA3A6BE| 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Better talk about their mast.
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I tried to make this as cheap as I could while keeping softcapped defenses, capped s/l res, and as much recharge as possible. This can double stack tar patch and it has perma hasten+perma souldrain. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Dark Mastery Hero Profile: Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(5), Prv-Absorb%(36) Level 1: Dark Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(13), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(15) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(17) Level 4: Gloom -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(11) Level 6: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(7), StnoftheM-Dmg/ActRdx/Rchg(19), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(21) Level 8: Shadow Fall -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(9), RedFrt-Def(42), RedFrt-EndRdx(42), LucoftheG-Def/Rchg+(43) Level 10: Howling Twilight -- RechRdx-I(A) Level 12: Fearsome Stare -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-Rchg/EndRdx(25), DarWtcDsp-ToHitDeb/EndRdx(25) Level 14: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/Rchg+(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(36), Ksm-ToHit+(40) Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(21), SprVglAss-Rchg/+Absorb(37), Dmg-I(46) Level 18: Petrifying Gaze -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(40) Level 20: Boxing -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-ResDam/EndRdx/Rchg(31), GldArm-3defTpProc(31) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg+(43) Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(31) Level 28: Hasten -- RechRdx-I(A) Level 30: Super Speed -- BlsoftheZ-ResKB(A) Level 32: Dark Servant -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 35: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(42) Level 38: Blackstar -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(46) Level 41: Dark Consumption -- RechRdx-I(A) Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(46) Level 47: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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: Sprint -- Clr-Stlth(A) Level 1: Vigilance 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(33), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(36) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1481;703;1406;HEX;| |78DA65945B4F135110C7CFD96EA92D2D6D6DB91428D002822DD416F0D904AB46B98| |488418D0F64235B68C4D2B425D137F123F882461F0131313E7843FD121A25EA831F| |C01B6AE225DE709DEEFCDB6A7AD2CDAFFB3F337366E69CB363E792CE5B8796F6095| |9B77F5ECBE7A7937A4ACFCCE839DBB85658CC69F3A2386CF4044A33D3C38BA9542C| |A9E5CE4C8FA5B5FC59ADB93C7354CBCCEA333C374CE10ADEC399393DA7670AB1D21| 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How about you do amazing damage yourself and put the whole team to the cap too? Fire/Kin corruptor built for fire farming, softcapped to fire, max res to fire, and 202% global recharge. You will hit the recharge and damage cap often. Build: Or if you want fire breath (I don't like it and with this much recharge I find its better to just fireball all the time):
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Ok, I messed with the corruptor a lot more and you could maintain M/R softcap, s/l capped res, with soul drain and close to perma overgrowth with FF procs. You give up some other powers and recharge though. I'd only recommend this if you plan to team a lot with people who have IO'd builds and you are using the ageless destiny. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Corruptor Primary Power Set: Water Blast Secondary Power Set: Nature Affinity Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Dark Mastery Villain Profile: Level 1: Hydro Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Corrosive Enzymes -- EndRdx-I(A) Level 2: Water Burst -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(7), SprScrBls-Acc/Dmg/EndRdx/Rchg(9), FrcFdb-Rechg%(9) Level 4: Wild Growth -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-Max HP%(13), StdPrt-ResDam/Def+(13), GldArm-3defTpProc(19) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34) Level 8: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25) Level 10: Boxing -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39) Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(40) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(15), GssSynFr--ToHit/Rchg/EndRdx(15), GssSynFr--Rchg/EndRdx(17), GssSynFr--ToHit/EndRdx(17), GssSynFr--Build%(19) Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-ResDam/EndRdx/Rchg(27) Level 18: Water Jet -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(40), SprMlcoft-Acc/Dmg/Rchg(40), SprMlcoft-Dmg/EndRdx/Rchg(42), SprMlcoft-Acc/Dmg/EndRdx/Rchg(42), SprMlcoft-Rchg/Dmg%(42) Level 20: Wild Bastion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(50) Level 22: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Hasten -- RechRdx-I(A) Level 28: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(29) Level 30: Assault -- EndRdx-I(A) Level 32: Geyser -- SprScrBls-Dmg/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(33), SprScrBls-Rchg/+End(33), Dmg-I(33), FrcFdb-Rechg%(34) Level 35: Entangling Aura -- Lck-%Hold(A) Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(39) Level 41: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(45) Level 47: Soul Drain -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(50), FuroftheG-ResDeb%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1517;691;1382;HEX;| |78DA6594D94F135114C6EF65A694B2584A6901A160A1B440A152F59D08A8315283E| |092B8351399C2446CEB749AC89B98F837F0C4665C1345FD2F8C89D1777D571F5C1E| |5C71190F733EA1C94C32F9DDFB9D73E69EF9EE9DC95C1BAFDF38B23822A47F6C5E2| |B95B26305D32C17AD825993295B9A6514F28AA0CB4B77C7762C3BA5E567F599D419| |CDD2CDEC28155A9D3BC1D1722E973AAE596553CF1ECCE58CBC612D08FF64A1309F9| 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Personally I think that water blast and nature work better as a combo on a defender. If you want to go the corruptor route, then I would go with a build focusing on ranged defense and s/l defense through scorpion shield. The unfortunate thing about this approach though is that you lose out on being able to use soul drain because you take mace mastery instead of dark mastery. This corruptor build will have perma overgrowth or damn close to it with FF procs from geyser and water burst. It is also softcapped to ranged and s/l (making it softcapped to melee in almost every situation). It also has decent resists from wild growth, but no where near what a defender can accomplish. Build: For comparison here is the defender version I made awhile ago (should have perma overgrowth or very close, perma hasten, M/R softcap, capped s/l res, and capped damage with just 4-5 hits with perma soul drain). Overall, this will out damage the corruptor version above and be more survivable. Build:
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Water/time will allow you both an easier time leveling up. Farsight and time's juncture will enable you both a level of survivability that is pretty much without compare. Chronoshift and slowed response are just gravy after that. Water/cold is nice with more -res goodness through sleet, but /cold would only be better at 50 once you are both IO'd out imo. Water/rad is nice, but I think water/time offers pretty much everything it has and more to a duo team.
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For min/maxing just go DP instead if this is your goal. You'll get the same constant uptime of the FF proc and do more damage without the knockback so you can more effectively harness all that AoE and/or have more slots due to not needing to slot kb to kd ios.
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Oops, you are correct.
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Fire/Kin build critique softcapped S/L/F/C/E perma hasten etc...
Darkir replied to Super Joe94's topic in Corruptor
I think you would be better served by going for a M/R defense build or a s/l/e build with rune of protection. You get a lot more a lot more survivability through pos defense and more resists with the epic shield with a M/R def build. The s/l/e rune of protection route gives you mez protection, more recharge, and more resists when rune is up. I also think it is a mistake not to take repel as I love the FF procs it provides as well as the knockdown. s/l/e RoP: M/R def: -
Kinetics and cold are better on a corruptor. It is debatable if storm is better on a corruptor or a defender, but I think it's better on a defender by hair. Time is also debatable, but I think it is stronger in a corruptor. The reason kinetics is better on a corruptor is because you can put yourself and your team to the damage cap on a Corr or Def, but the Corr has a higher cap and better damage scale. This equates to doing about 44% more damage than a defender with the same powers. Cold corrs get sleet at the same -res value as defenders and can still softcap defenses and take soul drain without gimping the build. It is best paired with water for the AoE and heal (which cold lacks). Storm corrs and defs get the same freezing rain, but the defender has an easier time dealing with endurance issues and has more slots to play with after softcapping. Most of the time your damage comes from your storm powers more than your primary (fire might be an exception where it would be a mix of both) and if I remember correctly, defenders primary storm does a little more damage than corruptor's secondary storm. Time has all the tools you want on a corruptor heals, defense, -res, and slows to keep the mobs close. Farsight is such a powerful buff that you can make a proc build with softcapped defense on a corruptor. It's also super fun to play. Time is a very powerful set and really shines on a corruptor with soul drain because you can perma it pretty easily with hasten and chronoshift.
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It's more a mixture of both. You get decent defense for all types but psionic, smashing, and lethal. Then you get pretty good resistances to most things. You can also use defense stance to help these numbers out if you need them.
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He means defense. Softcapping all resists except psionic is impossible on a bioscrapper.
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There are (very) generally four ways to build a corruptor in order to get the most out of the build. 1. S/L/E softcapped defense with scorpion shield and rune of protection to shore up resistances for the pure typed/ranged attacks that come your way and provide Mez protection. This route is the only one that gives any way of dealing with Mez protection. 2. Softcap ranged and melee defense while getting an epic armor toggle (usually dark embrace so that you can get soul drain and use the corruptor's higher dmg cap and higher base dmg). This route usually gives more survivability and higher dmg at the expense of recharge. 3. Ranged defense softcap. This build prioritizes staying at range and may utilize things like hover to maximize their cone attacks and keep things at a distance. This is generally the easiest/cheapest to build and it does make cone attacks more effective if you want to use hover and fly. 4. A build for teaming. This forgoes defense and survivability in favor of maximizing recharge, damage, procs, and buffs. Who needs defense when you always have a brute or tank to take a hit for you? Generally, I prefer option two for all my corruptor's except kinetics where I go with option one (and I only switched to that on kinetics after hours and hours of playing with different options).
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The defenses in this build are softcapped to range and just .6% off the softcap for melee defense. Having ranged and melee defense softcapped is far superior to having typed defense softcapped. Your build will get hit by all melee attacks 7.8% of the time, energy attacks 7.3% of the time, negative attacks 20.7% of the time, 30.7% of the time for psionic, fire 27%, and cold 27% of the time. My build will be hit 5.5% by melee and 5% for almost everything else (there is the very rare pure typed but not positional attack and the rare AOE that is aoe and not melee or ranged flagged). Trust me, that is a very big difference in play and on paper. Softcapping positional defense actually provides far more "ease of play" than softcapping s/l/e defense. Resistances are important too, if you want to do +4x8 solo (as I do with all my builds). The damage on bullet rain and every other power doesn't matter much because fulcrum shift is going to bring us to the cap regardless. It does not matter how much extra damage enhancements we put into our powers, our damage cannot go any further than +400% dmg buff (+500% total). The ability to cap your own damage feeds into why recharge is desirable for a kinetics user, there isn't much else we want. We have softcapped our defenses and our resistances are pretty good for a squishy, recharge is the only thing that will allow us to kill mobs faster. You want defenses and resistances too, but we have that mostly covered with our armor powers and softcapped ranged and melee defenses from power pools and set bonuses. Again, you don't actually have higher defenses because the build I posted is softcapped to ranged and melee attacks. The build I posted will play smoother because it is softcapped to every type of damage through positional defenses. The accuracy of all of the powers in the build is capped to +3s (95%) and you have over slotted for acc in your build with no benefit as you were already at the cap. You say far more damage, but any time we are going to be using AoEs we will get saturated fulcrum shifts and so our damage will be capped and cannot go any higher unless we toggle the assault radial hybrid. So both builds will hit just as hard because we cannot do more damage thanks to fulcrum shift. It will also not hit more often as this build allows for an almost constant uptime of the +100% FF recharge proc. Yeah, this build is at the acc cap for +3s. Transference in this build heals 142 endurance which is a full endurance heal. It serves no benefit to go higher than 125 or so because no character can get more than that and even then 125 is only for people with body mastery and the like. The entire point of this build is to consider the procs and understand that the FF recharge proc is on almost all the time when you are fighting mobs. Did you see the softcapped melee and ranged defense in this build? Far from gimping it, I have provided it with layers of defense through positional def, resistance, and some knockdown mitigation through repel.