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Darkir

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Everything posted by Darkir

  1. So, I would proc out all the AoE teleport attacks and then I changed some other stuff to give more recharge. You are still at softcap, but now you have a lot more AoE damage and you traded super speed for grant cover because it is the only useful buff a brute has for the team in the game I think. 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! Robo-Bunny: Level 50 Technology Brute Primary Power Set: Savage Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Maiming Slash -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(39) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(7) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(11) Level 4: Shred -- Obl-Dmg(A), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), Obl-%Dam(15), AchHee-ResDeb%(15) Level 6: True Grit -- StdPrt-ResDam/Def+(A) Level 8: Blood Thirst -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(25) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Vicious Slash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Rchg/+Regen/+End(17), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(27), SprUnrFur-Dmg/EndRdx/Rchg(29), SprUnrFur-Acc/Dmg/EndRdx/Rchg(29) Level 14: Active Defense -- EndRdx-I(A) Level 16: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31), BlsoftheZ-ResKB(48) Level 18: Against All Odds -- EndRdx-I(A) Level 20: Rending Flurry -- Arm-Dmg(A), Arm-Acc/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Dmg/EndRdx(33), Arm-Dam%(33) Level 22: Spring Attack -- Arm-Dmg/Rchg(A), Obl-Dmg/Rchg(33), Obl-%Dam(34), Erd-%Dam(34), ExpStr-Dam%(34), FrcFdb-Rechg%(36) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 26: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 28: Kick -- FrcFdb-Rechg%(A) Level 30: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(37), GldArm-3defTpProc(37) Level 32: Savage Leap -- Obl-Dmg(A), Obl-%Dam(39), Erd-%Dam(39), ScrDrv-Dam%(40), PrfZng-Dam%(40), FuroftheG-ResDeb%(40) Level 35: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(50), RedFrt-EndRdx(50) Level 38: Shield Charge -- Obl-Dmg(A), Obl-%Dam(43), Erd-%Dam(43), PrfZng-Dam%(43), ExpStr-Dam%(45), FrcFdb-Rechg%(45) Level 41: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(46), RedFrt-EndRdx(50) Level 44: Superior Conditioning -- PrfShf-End%(A) Level 47: Physical Perfection -- Pnc-Heal/+End(A) Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(19) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(25), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 1: Blood Frenzy ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;685;1370;HEX;| |78DA65944B4F135114C7EF4CA7960E7D5AA045A8502A7D535A65E1332408B801838| |06E9B4AAF6D93A66D3AC5D8B872E11770E3D607A81843E24770EBDBADFA1540F704| |EB61CE9F36A193CEFCE69C7B1EFF7B66A6CB0FE61DBB371ECD0AA5FF7A256F18B9B| |9C66653EAEB72A354AD556AC5964508A1AFD6EED6A6E636ABD5968DCC8019935B96| |1529D36BF9FBF9228C515E9897F764D5A0A55259560AC7A670ACD46A95F492CCD7C| |BD5A26E1A6B75290B4EF376B15C2C3569C17D1C55900DA354AE0F2FD4CB1BE985AA| |6C145BB9E5BCD1948D168B0C9094089D3B31BA28748AB6553C23BD594DA8CFC1174| |CED25B8C58C6C333F3A3AB9AA18A49BAC5D9C1A003DCC4F14A32046414C1F6274C4| |BC250D47933AD2603950CDDAFA21D3F10F6C335D827BBB3E90EDD3C467AA6FE5FAC| |2EAA79BA05DEC523D1BEAD9B6386F601B7CC51C7A0DBE6106766053A21DF5ECD07B| |332E443F66D4EFD0CC388F9779C609BA98A36ED0C3FC42FA9CA8E70C09B39E9F7AB| |8599FEAFEC97DCFFE624EFF667EA53CAF39B8B6F022EF1DEDCBC7799AEF22F2AE80| |9799E357C16B4C6548988FE648FBE025D5AC337EC80C6196A17DB283C416CF34FC9| |8732748A79F73157F923584C16FA46F18FB1AC69C548A1F816F04352CE40BB2CF12| |9C514CDFB90C9805CFB38EF7B4BF313CB7B103D61881C60834461F0AD38E1A5C3F3| |A8B7793FA4C701F6D42E7BA7107E864665DA09BF983F63089D94CA25F02FD12E897| |409F146693C2BEBCD42F867EB113FD52E83775A29FDD2B4412F3493EC57B4DBE347| |CE910F7FE4EBA32F06530DB514DE068D33038B72FCAF4C498A7E3608299E8E6D08F| |0E91E9F1647B3C177A3C333D9E45ADF3E5B7977A5657342C9247313D764FE70B6FE| |FE99D7F04ACFEE97AACCA2D9E556095195EC32CD799D3B7C13BCCFD9E6A7FBB1E45| |C194A79EF0D395D1AEEEFF696CE2C8| |-------------------------------------------------------------------|
  2. With the PPM changes it is no longer very good to proc it out.
  3. So the advantage of rad/kin is that they get another pbaoe instead of rain of fire and that they can slot the achilles -res proc in their powers. I still think that fire/kin will be superior to ice/kin or rad/kin because having all your damage frontloaded beats out blizzard's better damage over time and the fire dots beat rads extra pbaoe and -res proc. That being said, rad/kin is absolutely viable.
  4. As you said, if you are teaming with a kin there is little reason to go for the lower cooldown version of soul mastery. Power boost>clarion radial>farsight is still an extreme buff to defense and should cap just about everyone in the team. Solo though, dark mastery will be superior. You are free to make your own choice for your play style.
  5. As a dark defender I think it is better to go for Ranged/melee softcap over scorpion shield and ranged defense. Also you will get far more endurance with the panacea and performance shifter procs slotted. I started from scratch and took all the powers you did, except I switched out scorpion shield for charged armor in the Mu pool. The results are an incredibly tanky defender even without an alpha. max 75% res to s/l AND energy, softcapped melee/ranged def, and hasten is almost perma (121.7 seconds). So, now you can choose whichever alpha you want or exemplar low and still be amazing. I should note that you could probably keep all these values and get perma souldrain as well by going dark mastery, but you'd need to drop flight and afterburner. 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 Science Defender Primary Power Set: Dark Miasma Secondary Power Set: Radiation Blast Power Pool: Leadership Power Pool: Fighting Power Pool: Flight Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Twilight Grasp -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(7), NmnCnv-Heal/EndRdx/Rchg(7), NmnCnv-Heal(15), NmnCnv-Regen/Rcvry+(17) Level 1: Neutrino Bolt -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(3), SprVglAss-Dmg/EndRdx/Rchg(5) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3) Level 4: Darkest Night -- EndRdx-I(A) Level 6: Howling Twilight -- RechRdx-I(A) Level 8: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(40) Level 10: Irradiate -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/EndRdx/Rchg(13), Obl-%Dam(15) Level 12: Fearsome Stare -- GlmoftheA-EndRdx/Fear(A), GlmoftheA-Acc/EndRdx(21), GlmoftheA-Fear/Rng(23), GlmoftheA-Acc/Fear/Rchg(23), GlmoftheA-Dam%(50) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(33), ShlWal-ResDam/Re TP(43), Ksm-ToHit+(46) Level 16: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Dmg/ActRdx/Rchg(19), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(31) Level 18: Tactics -- HO:Cyto(A), HO:Cyto(40) Level 20: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-ResDam/EndRdx/Rchg(27), GldArm-3defTpProc(27) Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def/Rchg+(46) Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(34), SprDfnBst-Dmg/EndRdx/Rchg(34), SprDfnBst-Acc/Dmg/EndRdx(34), SprDfnBst-Acc/Dmg/EndRdx/Rchg(36), SprDfnBst-Rchg/Heal%(37) Level 30: Fly -- BlsoftheZ-ResKB(A) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 35: Neutron Bomb -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(45), Rgn-Knock%(48) Level 38: Atomic Blast -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(46) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-EndRdx/Rchg(42), StdPrt-ResDam/Def+(43) Level 44: Dark Servant -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 47: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Afterburner -- 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(33) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1515;729;1458;HEX;| |78DA6594594F135114C7EF4CA7D4B6AC960205CA2A160A2D1D168D5B480035116A9| |0029A18D38C748089D8366D49F4D1AFE08B5FC0F5C507D78FE1C26A82CB17707950| |A3511CCFCCFF589B74D2E9EFDEFFB967B9E7CE4CFCDA64E5C3D337C684543DB1AAE| |5F3C9497D494FA7F49C2BB168E8E9455D58978BEEC03F4B727C6D69293AA9E5AE24| |E38696BFAAB5172DB35A7A594F4567B594A1158C4C3A394E310BA2662693598D4EE| 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  6. I tried several dominators and every time I came away with a general sense of a lack of power compared to my corruptors and defenders. The lockdown and permadom is nice, but getting them to deal damage and live was quite difficult and in the end none of them felt comparable to most of my other toons. I think this stems from a lack of buffing/debuffing powers. Sure you get a lot of lockdown and in a pre-io world I'd probably have really liked them in a team with support but we are no longer in that world. I really think that dominators need some love because I don't think they are in a good place compared to controllers, defenders, blasters, and the melee ATs.
  7. Darkir

    Fire/Rad build

    rad/fire or fire/rad? rad/fire builds are plentiful for farming, fire/rad is not the best for farming but it is a very strong pairing.
  8. Ok, so in general on a defender you want to focus on getting to the softcap to make yourself very survivable (everyone really). What this means is that you should shoot for either 45% s/l/e def or 45% ranged def (if you plan on never going into melee or 45% melee and ranged def (if you plan to be in melee range). Then you try to fit in as much recharge and damage as possible. Finally, you try to get as much resist as you can, normally focusing on s/l res more than the others because it is the most common type. Now luckily defenders get very high defense, resist, and buff/debuff modifiers making these things easier to attain. Also, in general to make all of these things possible to get, you take maneuvers, weave, combat jumping or rune of protection, and hasten. In your build you have taken all of the dark blast attacks, but many of them aren't useful or you'll have enough recharge to use only 3 ST attacks in a chain. In my opinion dark pit is only useful if you can stack it with another stun because it is only mag two meaning its not going to stun bosses and everything else will die too quickly to matter (you are kinetics afterall). Don't take assault as a kin, fulcrum shift alone is enough to cap you. Also, you have 6-slotted many attacks when only slotting them with 3 or 5 is enough to get the bonuses you want. You also really want tactics as it allows you to get mor base damage on your snipe. Power build up is only useful for using it with Blackstar to completely floor everything's tohit, which....yeah that's pretty protective for your team, even an AV is gonna feel that -tohit sting, but then you should take temp invul for more res. You don't need life drain slotted as a heal because you have transfusion. I also really love repel with an FF proc and a kb to kd IO in it, as it gives you some mitigation and a lot of recharge when you are in the middle of a group. Finally, it isn't really necessary to slot transference, no one needs or can use +200 endurance. So, with all this in mind, how about something like one of these? This one tries to keep ranged/melee softcap, power boost, and rune of protection. The results are kinda mediocre in my opinion. I ended up not taking life drain because your other attacks are better and you have an excellent heal in transfusion to use when you need it. The build is .8% from softcap to melee, but I think with your dark powers giving -tohit you will be just fine. This one drops rune of protection for more recharge and combat jumping. So you will lose status protection for 90 seconds but be softcapped and have more recharge. And finally this one takes scorpion shield to have s/l/e softcapped defense with rune of protection and chases recharge as much as possible. This one is probably the most fun in my opinion.
  9. I admit that my words were unclear when I said "can" double the damage, but I by no means meant that you double all the damage you do. I only meant you double the damage of a single scourged attack. Scourged attacks are not exactly crits though because they do not add bonus damage to DoTs applied by a scourged attack like stalker and scrapper crits. DoTs and rains are nice with scourge because each tick has an individual chance to scourge. You actually start scourging at 49% health with a 2.5% chance and another 2.5% chance per 1% health missing (I would have to look at the game code to know if you can scourge at 49.99% health with a .025% chance). Meaning that you have a 100% chance to scourge when a mob is at 10% health. Yes, you often don't proc reliably until the mob has about 20% health (75% chance) and by then it is often overkill, which is a shame. However, I fire farm and run all missions at +4x8 with bosses so it is much more useful as it often saves me an attack on a lietenant and 2-3 on a boss (rng and where I am in the chain). Scourge is most useful on big sacks of HP (bosses, EBs, AVs, and GMs). My point was more that a scourged assault radialed damage capped T9 is a thing of beauty and death.
  10. It would appear you took it without knowing then Snarky. 😉
  11. Corruptors and controllers get the most out of kinetics. I would argue the corruptor benefits more from kinetics as they have a higher damage scale of .75 and a higher damage cap of 500% compared to controllers .65 and 400% respectively. This translates to a damage comparison of 375 vs 260 with the same attack, however they do not have the same attacks. So, adding to the extra damage, corruptors also get blast sets which tend to do a little more dpa in general than the controller sets even with damage scale taken into account (I'm looking at you blaze, inferno, and fireball). Time is a little harder to say what class benefits the most. Corruptors and masterminds both benefit a lot as it allows masterminds to make their pets softcapped and it allows corruptors to run proc builds. Defenders can buff the hell out of a team (with power boost+Clarion radial+farsight they can softcap a team alone). Controllers can also use proc builds with time easily, but I think it works better on corruptors and defenders. Overall masterminds probably get the MOST benefit as having nigh unkillable pets is pretty great. Edit: Oh! Corruptors also get scourge so you can double the already ridiculous damage AND then get the assault radial for even more bonus damage....life is good as a kinetics corruptor.
  12. @NemeanLiondo you hav mids? I'll help with a build, but you'll need mids to see it (savage melee is my own current hype project). So please get it off these forums if you don't have it already. I wouldn't take shred, taunt, or hemorrhage n savage melee. I would also take maneuvers, tough and weave, combat jumping, and super speed as it allows you to take hasten with it. You'll likely be better served with a different epic with different attacks/debuffs depending on how you plan to use the character (teaming, soloing, TFs, exemplar etc.). I'll post a build based on what you intend to do with the character.
  13. Look at the farm fresh builds thread. In regards to Mu mastery not being available, did you do the patron power arc on villain side to unlock them?
  14. Yeah, it really looks like it is lacking in this department, especially aoe -recovery and end. I mean for a set supposedly focused in end debuffs it seems weak.
  15. I doubt a controller would be better for this due to the higher debuff numbers that defenders get and the easier time getting to softcapped defense. You'll want softcapped defense because the pbaoes will be handy to help debuff end and end recov. I don't know anything about this new set, so all I can say is that if it has tools to floor end recov and take away end, then yes, this is possible. I'd love a -end recov/-end pbaoe toggle, but we'll see what happens.
  16. It's not terribly difficult to make a defender incredibly tanky. For storm/rad, the reason you would want to go into melee range is for atomic blast and irradiate, both of which have fantastic dpa and can apply the -20% res Achilles proc in a pbaoe. You can also soul drain and at just 5 targets that is an 80% dmg buff. So, you could run up, soul drain>aim>lightning storm>tornado>atomic blast or some variation of that and pretty much destroy everything except for +3/4 bosses. Aim with gaussians and soul drain should cap your damage, so that is a ton of damage coming out of your lightning storm and tornado. I made an example build to highlight this. It has ranged and melee defense softcapped, perma hasten with the FF procs, perma soul drain with the FF procs, s/l res is at 73.4% (1.6% from cap), lightning storm should be endurance neutral giving the cast time and the endurance proc, and you should be able to apply a ton of -res to groups with double stacking freezing rain and achilles procs (plus gladiators in soul drain, but only 5 seconds out of 30ish).
  17. Irradiate will not hit if the mob is at the max repel of hurricane according to mids and I have no reason to doubt it. I would skip hurricane, its repel effect make it much less desirable even after a knockback to knockdown IO.
  18. You could try this as an alternative. It will still need ageless to keep up your endurance, but you get melee softcapped and ranged almost softcapped. More resistance, soul drain, and perma hasten with the FF procs. 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 Natural Corruptor Primary Power Set: Ice Blast Secondary Power Set: Storm Summoning Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Dark Mastery Villain Profile: Level 1: Ice Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(34) Level 1: Gale -- FrcFdb-Rechg%(A) Level 2: Frost Breath -- PstBls-Dmg/EndRdx(A), PstBls-Dmg/Rchg(3), PstBls-Dmg/Rng(3), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(17) Level 4: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(5), LucoftheG-Def/EndRdx(17) Level 6: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(7), GssSynFr--ToHit/Rchg/EndRdx(7), GssSynFr--Rchg/EndRdx(9), GssSynFr--ToHit/EndRdx(13), GssSynFr--Build%(15) Level 8: Boxing -- Empty(A) Level 10: Steamy Mist -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(11), LucoftheG-Def/EndRdx(11) Level 12: Ice Storm -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Acc/Dmg/EndRdx/Rchg(15) Level 14: Tactics -- HO:Cyto(A) Level 16: Freezing Rain -- RechRdx-I(A) Level 18: Bitter Ice Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(40), SprMlcoft-Rchg/Dmg%(42) Level 20: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(27) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-EndRdx/Rchg(25), GldArm-3defTpProc(25) Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(27), LucoftheG-Def/EndRdx(34) Level 26: Bitter Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(42), Thn-Dmg/EndRdx/Rchg(50) Level 28: Hasten -- RechRdx-I(A) Level 30: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(31) Level 32: Blizzard -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34) Level 35: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(36), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg/Rchg(36), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(37) Level 38: Lightning Storm -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/Rchg(39), SprScrBls-Rchg/+End(39), Dmg-I(39), FrcFdb-Rechg%(40), SuddAcc--KB/+KD(40) Level 41: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-%Dam(43), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46) 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 -- 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-EndMod(A), PrfShf-End%(5) Level 50: Agility Core Paragon Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1541;717;1434;HEX;| |78DA6594594F135114C7EF2CA5B42C6D2D3B142C144AA10C94F5910450430483F2A| |0F1A569608046689BA14DF44D4CFC02BEF0C4665C13454DDC3E8BF1C5F860A211DC| |E33E9ECEF9531A67D2E677EFFFDCB3DC9E339DBE3851BE7B626D54489EF1E5C4EA6| |A7C3C6D18B94C366D384F25B23923B1AC087A9CF46D2898E26712A9457D5E9B9CD3| |E363E4956D3E348DE51616B4595AADC467732B2BE95432B5E89B4C2DE9869ECA6A0| 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  19. So, I'm a bit confused. You have all the control powers that help you stay in range, but then you took scorpion shield and your ranged defense is quite low. Also, I can tell you from experience that this build will be gasping for endurance. Storm powers are very endurance heavy and so I would build with that in mind. Also, the Force Feedback proc in both lightning storm and tornado is very very good. I think you would be better served with a ranged softcapped build that takes a res shield (dark mastery?).
  20. This overcomes ED by 30%, it is two thirds of the 45% bonus. This is seen both in mids and in the tooltip in game. If you are farming the asteroid map, converting and popping reds, then I believe the spiritual or agility alpha will be better for farming. If you keep around 400% damage buff from reds and fury, then that extra 33% or so (the other 15% does not go past ED, but is still applied with ED) is worth less than 8% more damage vs. having your AOE powers recharge quicker. If I remember correctly, people found the agility or spiritual to be better for farming times. Everything else is spot on.
  21. I'd much rather have savage leap fully proc'd for damage and -res as I use it all the time. I use both ATO set fully 6 slotted in my attacks because I want the extra resistance because bio armor could really use the extra resistance.
  22. A week is an awfully long time to wait to IO out a toon, but I mostly just play the market these days so maybe I don't have a true understanding of value anymore.
  23. Anything can work and rad is nice for its AOEs. I'd still use water blast over rad blast for the heal though, but like everything else in this game now, it can be built into a god with IOs and incarnates.
  24. I would say it is the best pairing with poison due to having good AoE and a self heal. I still think there are better options overall than poison on a corruptor (/dark or /cold), but if you want to play poison I'd play it on a defender because you have much stronger debuffs and an easier time reaching the softcap. You also don't have any good scourging powers in /poison, so I'd say its just better overall on a defender. Edit: that being said, if you have a thematic toon you want to make with poison, by all means do it.
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