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Darkir

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Everything posted by Darkir

  1. One of the main reasons why you are having trouble with finding a corruptors build for that pairing is that it will be much better on a defender. The defender gets -20% res powers opposed to the corruptors -15% res (for Sonic blast), also all of the cold powers and secondary powers will also use the higher modifiers. So, as much as I love Corruptors, in this case I would highly recommend a cold/Sonic defender over a Sonic/cold corruptor.
  2. So, I would argue that that build is probably better than any expensive build you'll find. The amount of survivability that being softcapped gives you is huge and your damage is always going to be capped because you are a kin (other than a super proc'd build, but it's not worth the survivability loss in my opinion). A more expensive build would have more recharge, but you'll already have huge amounts of recharge coming from siphon speed and all the FF procs and again I don't think the extra recharge is worth the survivability loss. Just my two cents.
  3. So, I'm not at my computer right now so I can't check, but I think piercing rounds has better dps. If it doesn't, the reason I used it in this build is for the set bonus (it might be both reasons). I believe that build is softcapped to melee and range.
  4. This is from another thread. I made this a little while ago. 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: Dual Pistols Secondary Power Set: Kinetics Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Dual Wield -- 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(29) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11) Level 2: Empty Clips -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(7), SprScrBls-Acc/Dmg/Rchg(15), FrcFdb-Rechg%(15) Level 4: Siphon Power -- Acc-I(A) Level 6: Swap Ammo Level 8: Bullet Rain -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(25), SprScrBls-Rchg/+End(25), FrcFdb-Rechg%(27) Level 10: Siphon Speed -- Acc-I(A) Level 12: Boxing -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Dam%(43) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(17), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), GldArm-3defTpProc(31) Level 16: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23) Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(23) Level 20: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(43) Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39) Level 26: Piercing Rounds -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(31), SprMlcoft-Acc/Dmg/Rchg(40), SprMlcoft-Dmg/EndRdx/Rchg(40), SprMlcoft-Acc/Dmg/EndRdx/Rchg(42), SprMlcoft-Rchg/Dmg%(42) Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33) Level 30: Hasten -- RechRdx-I(A) Level 32: Hail of Bullets -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(36), FrcFdb-Rechg%(36) Level 35: Transference -- EndMod-I(A) Level 38: Fulcrum Shift -- Acc-I(A) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-EndRdx/Rchg(45), StdPrt-ResDam/Def+(46) Level 44: Increase Density -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(50) Level 47: Repel -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(48) Level 49: Inertial Reduction -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50) 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%(13) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Agility Core Paragon Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1565;723;1446;HEX;| |78DA6594496FD3501485EDDAA5244D9AA4433A860EB46946B701F648B480AAB6A80| |393CA1059ADDB5A8A92C8762458B2E0075040AC3A2146090AFC0F6658013BD60C0B| |E68DB9F13D4D2C2592F53DDFFBCE7DEFDDE397E94BE3BE9DE3570E0B62602CA79A6| 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  5. Alright, this is what I have worked out. I made this from scratch, so it isn't min/maxed or anything. You'll be at the melee softcap with cloak of fear and you are essentially at the ranged softcap. If you want to trade the reactive defenses in weave to put it in super speed to get ranged to the full softcap thats fine, but I'd leave it as is. I wish I could get a lot more recharge and resists....but it doesn't seem possible with the set choices. Maybe if I played with it for hours, but this is what I have for you for now. Anyway, here ya go. Edit: Nice job on tagging us btw. You'll probably have 3 versions of a build by tomorrow night. 🙂 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 Magic Brute Primary Power Set: Super Strength Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Jab -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(34), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Dam%(42), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46) Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-EndRdx/Rchg(19), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(42) Level 2: Haymaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(17) Level 4: Death Shroud -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(5), SprBrtFur-Acc/Dmg/Rchg(5), SprBrtFur-Dmg/EndRdx/Rchg(7), SprBrtFur-Acc/Dmg/EndRdx/Rchg(7), SprBrtFur-Rech/Fury(9) Level 6: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-EndRdx/Rchg(15) Level 8: Knockout Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(37) Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(13) Level 12: Kick -- Empty(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-EndRdx/Rchg(43) Level 16: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def/Rchg+(33), ShlWal-ResDam/Re TP(34), Rct-ResDam%(42), Ksm-ToHit+(50) Level 18: Rage -- RechRdx-I(A), RechRdx-I(33) Level 20: Cloak of Darkness -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/Rchg+(33) Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def/Rchg+(23) Level 24: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 28: Cloak of Fear -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(29), CldSns-Acc/Rchg(29), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-Acc/EndRdx/Rchg(31), CldSns-%Dam(31) Level 30: Super Speed -- BlsoftheZ-ResKB(A) Level 32: Foot Stomp -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45), Arm-Dam%(46), FuroftheG-ResDeb%(46) Level 35: Tactics -- HO:Cyto(A) Level 38: Dark Regeneration -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal(40), NmnCnv-Regen/Rcvry+(40) Level 41: Char -- Empty(A) Level 44: Melt Armor -- RechRdx-I(A), AchHee-ResDeb%(50) Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 49: Soul Transfer -- Mrc-Rcvry+(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: Fury Level 1: Sprint -- Clr-Stlth(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%(25) Level 50: Agility Core Paragon Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Marshal ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1493;696;1392;HEX;| |78DA65945B4F134118866776B7404B81D64229878AA545A048A5021A4F212262A29| |014EB29DE340D0C6D05A1D996442EFD0BDE987844D45BFF83FFC218EF3CDE784844| |A326A67E3BDF6B69ECA69B67F63BCCFBEECC4EE76FCE789F9FBD352564F3E9D56CA| |99499B637CACA359FCD15164D415723DDDD3A989957AB4A25D21B456567D2655BAD| |E5CAF910A766D4B25A2BA9C44CD65EC99CB26FACDBA225B5BEBE9A982DE4F2E5C25| |AAE4D3FCDA9EC92B24BF942D1FBEFB948498F7E4817955AF29F29161613A94D9BE4| 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  6. Here is a thread with 2 builds that I worked out previously to give you some ideas. You could trade for fire shield to get more fire res without much loss of function in most game content. Hope it gives you some ideas.
  7. Are you using a T4 agility alpha? And yeah, it's going to be expensive. I make min/max builds for the most part where I don't think about money, unless budgetary concerns are specified.
  8. I think I improved upon your build, you could get more recharge wiuth another attack and adding the defender ATO, but I was a bit worried about your recharge. 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 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Fire Blast Power Pool: Flight Power Pool: Speed Power Pool: Concealment Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal(5) Level 1: Flares -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(13), SprVglAss-Dmg/EndRdx/Rchg(15) Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(9), DarWtcDsp-ToHitDeb/EndRdx(9), DarWtcDsp-ToHitdeb/Rchg/EndRdx(11) Level 4: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17) Level 6: Fly -- Frb-Stlth(A) Level 8: Distortion Field -- Lck-%Hold(A), ImpSwf-Dam%(17), UnbCns-Dam%(19), GhsWdwEmb-Dam%(19), GldNet-Dam%(21), NrnSht-Dam%(21) Level 10: Hover -- Flight-I(A), LucoftheG-Def/EndRdx(11), LucoftheG-Def/Rchg+(23), LucoftheG-Def/EndRdx/Rchg(29) Level 12: Rain of Fire -- SprVglAss-Acc/Dmg/EndRdx(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(23), Dmg-I(25) Level 14: Temporal Selection -- Mrc-Rcvry+(A) Level 16: Hasten -- RechRdx-I(A) Level 18: Farsight -- HO:Cyto(A), HO:Cyto(29), LucoftheG-Def/Rchg+(31) Level 20: Aim -- RechRdx-I(A), GssSynFr--Build%(27) Level 22: Stealth -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(27), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33) Level 24: Kick -- Empty(A) Level 26: Slowed Response -- RechRdx-I(A), AchHee-ResDeb%(34) Level 28: Blaze -- Apc-Dmg/EndRdx(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dam%(37), Dcm-Build%(50) Level 30: Tough -- ImpSki-ResDam/EndRdx(A), ImpSki-EndRdx/Rchg(31), ImpSki-ResDam/EndRdx/Rchg(31), ImpSki-ResDam/Rchg(33), ImpSki-Status(43), GldArm-3defTpProc(45) Level 32: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), GldJvl-Dam%(43) Level 38: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42), FuroftheG-ResDeb%(48) Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(43), LucoftheG-Def/EndRdx/Rchg(45) Level 44: Dark Embrace -- ImpSki-ResDam/EndRdx(A), ImpSki-Status(45), ImpSki-ResDam/Rchg(46), ImpSki-EndRdx/Rchg(46), ImpSki-ResDam/EndRdx/Rchg(46), StdPrt-ResDam/Def+(50) Level 47: Power Boost -- RechRdx-I(A) 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48), EffAdp-EndMod(48) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;711;1422;HEX;| |78DA6594C94F137114C7DFB453B094B2B565E942CB5AEC468745E31612368388216| |2BC3615863A49699B2E068EDE3D79F1E2D9C48B4735DEFC0B34EE518F86802C9A78| |3331F575BECF62D249279FE9F7F7DEEF6DF39B95EDF9D62797EFCE90D236974D974| |AA9797D53CF6DE845DB4A3A63AC53ED6AE63BF84F4FCD56363713378C2D3DB592CE| |19854A365D36F2396F7DFD7A3A97D137128B46514FCDF2966572ACE6F3D9C462D6C| |8DC2EB798CF6B055DDFE8341F9772778C9271CBC81AE51D270C6B76462EE35B2818| |EB89B97CB1582994F3C5D45ABE92E598A5B25EDCE9E59446F97EEF26B9AA2AF9AD4| |49A4A9680B01F5483C210B87BE263A1A46A6AAD1AD836017E601B45316DACCA538B| |A99D7A267C01B63C07F7D8D62A395827A1354D09A7C1B63360C759D0C13DB5C1876| |C7F1453FBE446AB59B335FF16FB47BC1650A96B09FFBBB660EB5E402DEE34D6EDEC| |6887AFD53E44C8AFA3666BA76E0FE87781FB1CC721B68E49A97F0AEC9E067B03D8E| |323DB3AD107725EE187B04A831CAB5DB4F628997B7E66BB4E6896CE694613915FD8| |2FF10FD8C685B88A4BFCBC8F519793F7F4C05FF548DEBD92AF57FC43CBA839F44BE| |6CB3E3DD2C39E2A5FF48523F44984BE282A1878C9115C2A1DF29A4FBAEB4B22EA50| |5C98108E83C31AA83D24B3622B470A203B5BA0AFD6713BF5FB847E30E40523014C2| |436812CBF72DCA0F806F7A00DEC0BBF83C307C243307C041EB1EFA0E43CF80AF58C| |BE16BE11BE05C3EFC0480CBEC7EC3B22BE23E7504FF83C78FA82F0A2F012383E232| |785EB1D93698EC934223285984C659B4DA35257547A1293DAE3D28BB8F4282E3DD2| |7AC06FAD44097983123227EA264ACA34931EBCE57EB57E52F9579BF072A4AE54230| |DABC906456B50261B94A906E56A8372ADA620E3EAAA2A8FBCAA98ABF68EFA17A07A| |D452FF72902227F1C789A62803E8B17613A7E9F87FFB31D8FF3CD12CCA0399CD7DE| |13DF02F4048E0F8| |-------------------------------------------------------------------|
  9. The chance to knockdown is based on the repel power itself. Normally when it would have knocked back, now it knocks down. The only options for procs are a +100% force feedback proc and a smashing damage proc. Both do not go off constantly, but when the force feedback proc goes off, you'll notice and it makes a difference in the recharge of your higher recharge powers, like your T9. I often hit the recharge cap on my fire/kin because of it. The smashing damage proc is pretty lackluster and not worth it in my opinion, unless you have nothing else to do with the slot.
  10. So, it's not that I don't think the power combination doesn't pair well together. It's more that poison is not the greatest of powersets and I think it'd be a shame for you to start your first ranged character with it. I would suggest a fire/kin or a fire/time instead to showcase some of the power of corruptors and ranged characters in general. However if you are set on either radiation blast or poison. I'd suggest either water/poison (water allows you to heal yourself and has good aoe) or rad/time (time will allow you to get to the softcap easily and proc out radiation).
  11. Yes, this is a build for 50 so I would take the second shield lvling up. Thaw isn't worth it in my opinion. Use attuned IOs and then you can exemplar as much as you like, the only +5s I use in the build are not associated with important set bonuses.
  12. By temporal I assume you were leveling a blaster? An archery/time corruptor would play very differently and hits all your requirements. I'd recommend archery/storm, but I'm concerned about the endurance usage before 50 solo. So I don't think it would be a good option for you. So, if archery/time is not an option and archery/storm isn't a good option either, how about archery/cold? You'll have all the endurance you want with heat loss, extra damage with sleet, and some extra defense with fog. My top recommendation is definitely archery/time though.
  13. Darkir

    Kismet+6% Acc

    Does this mean that a 9% accuracy bonus from 4 lotgs would not apply to pets? Seems to me like it should, but based on your wording it wouldn't. So, tactics is just extra important for MMs.
  14. So for pbaoe powers and some others without a projectile, the game actually decides who the powers hit when you start casting the power and not when you finish. I see this all the time when mobs are running from rain of fire and still get hit and knocked down from inferno. The anchor point is 100% valid and incredibly annoying when it happens. I made the min/maxing statement with the assumption that you would put a kb to kd io in every knockback power or even just every aoe knockback power, thus using a fair number of slots and limiting other options. This is the "knockback tax" that people talk about in builds with knockback powers.
  15. Oh, one more thing, just to fully answer your questions. In terms of a replacement, I'd imagine that electrical would also work thematically. I still think energy is completely viable, but you did ask for fun combo replacements. Also, what if the little panda was held in a zoo, held for experiments, and became...upset...and repressed and wanted others to know his pain. He builds a robot out of the testing equipment that was used on him and escapes. He now wanders the world with his only robotic companion, making others feel the trauma of his experiences. I'm making a theme argument for an electrical blast/pain domination panda here. 😉
  16. These rules look great to me and I'd welcome you on any team. I also agree that knockback concerns are overblown. I have had a team wipe due to knockback, but I've also had teams die because of scapperlock, steamrolling brutes, and a defender not knowing how their dark heals work (this one especially makes me sad). It happens, everyone learns from it and we move on. Knockback powers should never be such a problem that you aren't welcome on a team, at most you'll be asked to use them more sparingly. I fully support the "you knock it, you kill it" rule. Even though I play a lot of ranged toons, if I go in for an inferno, and someone knocks some mobs away before I start it, I am going to sigh and move to the next mob.
  17. Even the damage scale is only a general guide. Some powers do not conform to it. It's a good general guide though, it just can't be relied on when it comes to some specific powers.
  18. I would do one of two things for scourge on corruptors. 1. Make scourge chance start at 75% hp scaling to 100% chance at 10% hp. Currently it is this, but it starts at 50%, and I often don't see any benefit until less than 20% at which point I completely overkill mobs. 2. Leave percentages the same, but add a very small scourge overkill AOE based on the amount of overkill damage. I'm imagining radiation melee contamination size aoe, so quite small. This would make scourge more useful though, now it so often only comes into play when I don't need it that it's annoying. Scourge is really only useful on AVs, GMs, and to a much much lesser extent EBs. Everything else just ends up with your scourge being overkill and often unnecessary. You would have killed the mob with or without scourge. Edit: I want to be clear though, other ATs need love before corruptors. It's just that the inherent on them is often wasted.
  19. In a BAF your pets are going to be at the softcap for defenses and probably resistances too. There are so many leadership powers, buffs, ageless, barriers, clarions, and rebirths going off in a BAF, how could your pets not be? So points 1 and 2 don't make sense to me given the context of being in a BAF you provided. Point 3. Sure, just please let me know before the BAF starts that you will be using that power so that I can change my settings if I want. I may have it toggled to be affected by it because that's what I wanted while leveling with a friend or something. Point 4. Absolutely, looks awesome. Go nuts. Just please let me know before the BAF starts so I can change my settings. Point 4 also applies to knockback too, you feel really powerful and cool using kb powers and less so if you use the kb to kd IOs. I love using repel with a kb to kd io and the FF proc on my fire/kin corr. The power is very loud and obnoxious though, and so when I'm on a team, I have to turn it off sometimes because it bothers some players. It's not a mandatory power for me to be effective, but it's nice to get that extra knockdown mitigation and the extra recharge. I can live without though in order to not bother my teammates. I am under no obligation to do this though, but I do it out of common courtesy. I don't know man, I don't want to get in the way of your fun, but I don't want you to get in the way of mine. So, just please let me know before the BAF starts, so I can change my settings appropriately. Group fly is such a rare thing for me to encounter that I haven't changed it on any of my characters despite seeing null the gull for tons of other things.
  20. Ummmmmm, it's a minion of the storm god, who you draw your powers from, and it has its own intelligence? Or....witches? Lol, I don't know, in making a concept you have an infinite number of possible explanations.
  21. If you can control the wind, couldn't you control pockets or pathways for your arrows?
  22. Energy is not an anathema to good players, it is just an anathema to min/maxers. When we talk about energy we talk about a knockback tax that requires one extra slot in all the knockback powers for a kb to kd io. There was a thread asking whether this tax was real and discussing how kb can be useful. I think this is wrong, knockback is very annoying on a team of 8 io'd toons at 50 and when leveling up. Especially on a min/max build for a corruptor, those slots are tight. There will always be people who defend kb though, talking about how they save their powers for the right time or the right angle, but it's still going to be faster in my opinion to just be able to use all the powers you have without those concerns. However, it sounds like you don't want to min/max and you want to play a fun concept. I say go for it and slot those kb to kd IOs and have a great time. As @SmalltalkJava has mentioned, you can also slot the FF recharge procs for some extra recharge, this might be especially good with splitting 3 scourging blasts in two powers with ff procs and kb to kd IOs.
  23. Two brutes will beat a brute+corr on the asteroid map. A corr+brute will beat two brutes on the cave map or the outdoor family map. In terms of reactive versus degen both work just as effectively on bosses with the reactive winning out by a smidgen, but thats probably within a margin of error. Degen works better on maps with EBs, but so does the corr+brute duo because a lot of farming brutes don't have a good ST attack chain. Musculature is useless on a kinetics user for everything except AVs when you do not have multiple targets to fulcrum off of. Musculature will not make you do more damage, as your damage is always capped after the second fulcrum shift (so about 17 seconds after I start a map). Spiritual works great if you find you can get faster recharging powers with a build using it over agility. I frequently hit the recharge cap of 400% with my build when using siphon speed, ageless, and FF procs, but thats way more than I need. The actual recharge cap for the powers in this build is 280% for most of them due to the 120% recharge they get from enhancements and the agility alpha and I hit that in the first few seconds of ageless or every time ff procs for 5 seconds. I actually have more accuracy than I need given I fight +3s due to the alpha and could find a better place for the kismet tohit io. I don't though, because I keep misssing when I use blazing bolt more than my other powers, so I just leave it in there....honestly dont know if snipes get an -acc or something or its just bais cause its so apparent. Extra HP does nothing unless you are being 1-3 shot by mobs and have no time to heal or you have so much that you can run a whole map without healing at all, this is different in pvp, but otherwise all that matters is mitigation, so defense, resistance, heals, knockdown/controls/etc. and killing things. If heals were based on percentages or we relied on regen this would be a different story, but even if you were to get 15 hp/sec regen it wouldn't be enough to not heal yourself almost the same amount of time I do now with 11 hp/s. It is impossible for me to know if you are setup in mids correctly to make sure that stealth is only adding in combat defense and not the double out of combat bonus because you have hidden your build and not posted it (odd choice btw considering your post is about trying to get the fastest times and I've openly shared mine, maybe collaboration would make both builds better?). I also can't tell if you are using greater fire sword as a slot mule or in your attack chain, I hope the former as it has terrible dps and dpa. Flares also has more dps than fire blast, but this is not a lot of people's preference, but if we are talking pure min/max dps then flares is better. My fastest cave time with another brute on comic con cave map is 26:36, please note that this is the one in the hall of fame and it has no EBs. I would not even try to duo the asteroid map against two brutes, I know they will win. The map is short enough they can just keep popping reds to keep themselves at or near the dmg cap, negating the advantage of having a fire/kin corruptor. They have to load much more though and buy the reds. In the end I am not sure which one is the absolute fastest farming duo. I can confidently say that 3 brutes and 1 corr will easily beat 4 brutes at farming money on exemplared maps, but this is really making sure the corr has the advantage., the more team members there are, the more value the corruptor has. It is only the longer maps and maps with EBs where I can beat a brute duo with another brute.
  24. So, essentially this question boils down to this: is 2.25% s/l resist and a little more dmg better than 13 healed HP per dehydrate? I'm not sure, to me I would rather have the stronger heal especially against all content, but you are free to make your own determination. Again this boils down to: is 1.5% s/l resist worth about .6 hp/s. Probably? I'd make this change. Good suggestion. The support hybrid is a bad choice for all around survivability because it only lasts for 2 minutes and then your defenses are not softcapped for another 2 minutes. This means you are taking much more dmg. This build uses 21 +5s, so 105 enhancement boosters, at roughly 1.5 mil each that is 157.5 million. I admit that that is expensive, but the whole build without the boosters is around 600 million. I'd rather just use the +5s and always have softcapped defenses than run the support hybrid and only have my defenses softcapped half the time. Incarnates are agility core alpha, pyronic core final judgement (due to the 1 second cast time), reactive radial flawless interface (more -res and DoT), Banished pantheon radial superior ally (for the extra -res from the rain), clarion total core destiny (to provide total mez protection and we do not need endurance because we have heat loss), and the assault core embodiment hyrbid. If you play with a kin or teams that provide a lot of +dmg buffs I would instead go with the assault radial embodiment. Heat loss is perma with the FF procs and provides more than enough endurance for this build and your team. Here is the build with the incarnates chosen: Edit: I always choose the assault radial hybrid for myself, because I often run with lots of dmg buff or kins which makes the assault core hybrid useless. It is better if you cannot rely on these buffs being present however.
  25. All caps. Interesting choice. More set proliferation between all ATs would be welcomed, but it is my understanding that the devs are working on many different things at once, including some tanker buffs atm. I'm sure full proliferation will happen eventually.
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