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Darkir

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Everything posted by Darkir

  1. For solo I will pretty much always recommend fire/time/dark. It's survivable and damaging. You can look up either my build or Auroxis', most people would probably choose Auroxis' as it adds more reliable status protection. Or look at both and tweak/create your build.
  2. I think rad/fire is not popular in general because it's far more common as a corruptor build (fire/rad). You get more dmg for soloing and the lower numbers in rad aren't that severe.
  3. I wouldn't say there are any "bad" sets, but there are definitely sets that perform better than others (I'm looking at you fire blast and ice blast). To answer your other questions, I'd ask what do you do when you play? TFs? Solo? Itrials? Do you have a concept you are working with? How expensive of a build are you thinking of using? Things vastly change for some sets with IO bonuses. Dark blast is super fun with a very dmging heal in life siphon. I like dual pistols too, fun flashy animations and some options for FF recharge proc. In general for secondaries, /time, /radiation, /cold, and /kinetics are considered strong sets. I wouldn't recommend cold or kinetics for solo (no built in self heal for cold and kinetics is just so good in a group that it's hard to recommend solo). Again though, there are not really any bad secondaries. /Radiation is fantastic for AVs. /Time is tanky with easily softcapped POS def and pretty damaging if you take dark mastery. /Fire provides dmg and res buffs for your team. /Cold can reach 114% -res debuffs with procs (-54% from the base powers of heat loss and sleet). /Dark offers a lot of utility and versatility as well as tar patch (-speed, -30% res) and a full team Rez. Poison offers a lot of -dmg, -def, and -res, some status protection for allies, and decent heals (but not for yourself). I can go on and on, but really in order to make a recommendation I'd like to know what you want to do?
  4. You'll get above 22% with one soul drained mob. And as the person above me said, a D3 can perma soul drain (and should).
  5. It is only +tohit right? No amount of accuracy will get you there right?
  6. Fire/time gets my vote for what you want. The combination of healing with times juncture, distortion field, and farsight make you very tanky while solo. And farsight is only 28, before that times juncture should keep you safe enough. Distortion field also really let's you make great use of the rain powers because they cant run away.
  7. Darkir

    Fury

    https://cityofheroes.fandom.com/wiki/Inherent_Powers https://paragonwiki.com/wiki/Savage_Melee
  8. Made only to live in fire farms. I wouldn't go near s/l or any other dmg type unless you have a /time friend with you. edit: I updated this. This makes money more efficiently than another brute if you are farming with another brute (compared to a two /fire brute team). The FF proc in repel works around 50-70% of the time that you are surrounded by mobs. You are going to need the T4 ageless though....this thing likes to eat endurance like nothing else I've ever used. Even without FF proc Hasten is perma with 1 siphon speeds. Edit 2: I have reposted this using hero designer 2.23 Edit 3: I have made some significant changes to this that I feel are better. You get a better heal and more recharge while maintaining very good AOE defense. Edit 4: I made some other changes. An sgmate asked me to post the newest iteration. Edit 5: I updated this again and its beautiful. 195% global recharge while keeping capped fire resistance and softcapped fire defense, but this will go up to 215% with two siphon speeds. The slotting of everything is also much better in my opinion, fireball will knockdown and apply a -res sometimes (it has a lot of recharge so it lowers the proc chance), rain of fire will immobilize sometimes and inferno will apply a 20% -res proc (I think its 90% of the time, but I'm not sure). You will be at the recharge cap with one force feedback proc in repel or for the first 30 seconds of ageless (with 2 siphon speeds for the ageless to hit you to cap). This is the 9th iteration of this build according to my save files, so I have spent considerable time on perfecting it and I am now vet lvl 120 on this toon (Darkir on Torchbearer. My SG friends and I have found that it is faster to farm the carnival, cave, or family map with this and one brute than it is to farm them with two brutes. It's super fun to play. Go kill shit. Most updated build will be posted in the original post to avoid confusion. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 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: Kinetics Power Pool: Leadership Power Pool: Fighting Power Pool: Concealment Power Pool: Speed Ancillary Pool: Flame Mastery Villain Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(31) Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(11), Rgn-Knock%(39), Ann-ResDeb%(50) Level 4: Repel -- EndRdx-I(A), ExpStr-Dam%(5), FrcFdb-Rechg%(9), SuddAcc--KB/+KD(50) Level 6: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Rchg/ImmobProc(23) Level 8: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), ShlWal-ResDam/Re TP(11), Ksm-ToHit+(42) Level 10: Siphon Speed -- RechRdx-I(A) Level 12: Boxing -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(15), AbsAmz-Acc/Stun/Rchg(48), AbsAmz-Acc/Rchg(48), AbsAmz-EndRdx/Stun(50) Level 14: Tactics -- HO:Cyto(A), HO:Cyto(15) Level 16: Vengeance -- LucoftheG-Def/Rchg+(A) Level 18: Blaze -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(19), SprScrBls-Acc/Dmg/Rchg(19), SprScrBls-Dmg/EndRdx/Rchg(25), SprScrBls-Acc/Dmg/EndRdx/Rchg(27), SprScrBls-Rchg/+End(29) Level 20: Speed Boost -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(46) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25) Level 26: Blazing Bolt -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(34), Apc-Dam%(36) Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(37), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(43), Rct-Def/Rchg(43) Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34) Level 35: Transference -- EndMod-I(A) Level 38: Fulcrum Shift -- RechRdx-I(A) Level 41: Consume -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(42) Level 44: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(46), StdPrt-ResDam/Def+(46) Level 47: Hasten -- RechRdx-I(A) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(43) 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(23), PrfShf-EndMod(39) Level 50: Agility Core Paragon Level 50: Void Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Marshal ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1572;743;1486;HEX;| |78DA65934B4F13511886CFB4534A0BA5D402055A2E2DA5146A6F5C3482860414C3A| |5063551E3A6A930C024B56DDA6264E9C2BDA286BF20DE565EFF83D1185DB877E105| |B9A83B1353BFCEFB8599A49336CF39EF39EFF92E672675F374E3B3B3B72685E49CC| |E664AA5F474BE585C2F94F3C5FAD47A395356F339B3A0C74A7FEFE15AFA4226B7AA| 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  9. I'm pretty sure that dmg buffs don't apply to judgement. They don't seem to on my /kin or /time.
  10. Well, essentially you make sure you are softcapped to s/l and get your s/l resist as high as you can. Mace shield (lvl 35 patron power) is very helpful in achieving the s/l softcap (45% defense). By doing this you dont really take much dmg as they only hit you 5% of the time. My fire/kin has around 52% s/l resists and 56% s/l defense (to prevent a defense debuffs Cascade death).
  11. A corruptors will only do consistently more dmg than a blaster at around 25% mob health. The problem is, that very few things in the game have enough health for this to really help us. Outside of AVs and GMs the thing will die too quickly for scourge to be of much help and we often will do far more dmg than is needed to kill a mob because of scourge. I tested this on Justin and Torchbearer at lvl 50 without enhancements. The guy must be mistaken.
  12. So, I recently started one of these and it looks like scorpion shield is really your only viable option to get to S/l softcap, I tried to do a POS def build and I just couldn't get the values high enough no matter what I did. I'll share my build once I decide on one. Still mulling over whether I want mace mastery or dark mastery for teaming.
  13. Tough and weave add a ton of survivability and hasten provides a lot of recharge allowing you to use your more dmging powers more often. Tactics helps get insta snipe but with farsight it's not really required for /time. I also like to take vengeance because if someone dies, that's a massive buff you can give the whole team, plus it's a slot for one LotG global recharge io.
  14. Asteroid at +4/8, bosses give 89k a pop. Oh, I should also mention that my xp is turned off. So, really its like 25 mil an hour. The fastest way is to partner up with a fire/kin though and do s/l while at dmg cap the whole time.
  15. This build should be able to tank Lambda or BAF (not Keyes though, too much non s/l dmg there). I was mainly building this for 8 man stuff like ITFs and as long as I switch out to taunt it works wonderfully well. I can make something in the vicinity of 50 million influence an hour, so it does pay for itself eventually. You also go much faster with a fire/kin, which you can do because you are s/l hard capped to resists with 34.4% s/l def which isn't too shabby. P.S. Using converters and the like I think this cost about 600 mil total for me.
  16. Well, I made him to be able to farm s/l or fire while also being able to offer something to a team through leadership powers. I have another variant that has the same stats (but with 4 less knockback protection) but takes taunt also for group play, but yes there are only 3 rad attacks, its all I need really with burn also. I mainly wanted to be able to join a s/l softcapped fire/kin on farming missions and things, while staying able to do well in all other content. Its crazy expensive though.
  17. The one other thing to consider is that there are a lot of kins in the game atm, so the likely hood of you being in a group with one is moderate-high. So time may win out just for some buff diversification.
  18. So, with two fulcrum shifts (something that is super easy to maintain given the amount of recharge), you are at dmg cap regardless of how you get there. 500% is the dmg cap for corruptors, you start at 100, with another 100 or so from enhancements, then add in the fulcrum shifts and you are easily at 500%. This is why I say the musculature does very little for you, that extra 45% enhanced dmg (30% of which goes past ED but not dmg cap of 500%) is completely negated once you are already at the cap. Enhancements or the alpha slot does not change base dmg, nothing does. -resist or the assault radial hybrid are ways to do more dmg while at cap.
  19. I am not taking Soul Mastery. I am taking dark mastery. Soul mastery's soul drain has a base recharge of 240 seconds, while dark mastery's has a base recharge of 120 seconds and so I can perma soul drain in dark mastery, but cannot if I take soul mastery. Also, the LotG in farsight is getting me to the s/l resist hard cap and I use clarion to buff farsight.
  20. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Contaminated Strike (A) Empty Level 1: Fire Shield (A) Aegis - Resistance (3) Aegis - Resistance/Endurance (3) Aegis - Resistance/Endurance/Recharge (5) Aegis - Endurance/Recharge (7) Aegis - Resistance/Recharge (13) Gladiator's Armor - TP Protection +3% Def (All) Level 2: Blazing Aura (A) Superior Unrelenting Fury - Accuracy/Damage (7) Superior Unrelenting Fury - Damage/RechargeTime (9) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (9) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (11) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (11) Superior Unrelenting Fury - RechargeTime/+Regen/+End Level 4: Healing Flames (A) Numina's Convalesence - Heal/Recharge (5) Numina's Convalesence - Heal/Endurance/Recharge (21) Numina's Convalesence - +Regeneration/+Recovery (39) Numina's Convalesence - Heal/Endurance (43) Numina's Convalesence - Heal Level 6: Combat Jumping (A) Luck of the Gambler - Defense (13) Luck of the Gambler - Recharge Speed (23) Kismet - Accuracy +6% Level 8: Maneuvers (A) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Endurance/Recharge (34) Luck of the Gambler - Defense/Endurance/Recharge (34) Luck of the Gambler - Defense (37) Luck of the Gambler - Recharge Speed (39) Shield Wall - +Res (Teleportation), +5% Res (All) Level 10: Boxing (A) Empty Level 12: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 14: Tough (A) Aegis - Resistance/Endurance (15) Aegis - Endurance/Recharge (15) Aegis - Resistance/Endurance/Recharge (21) Aegis - Resistance (23) Aegis - Resistance/Recharge (46) Steadfast Protection - Resistance/+Def 3% Level 16: Plasma Shield (A) Aegis - Resistance/Endurance (17) Aegis - Endurance/Recharge (17) Aegis - Resistance/Endurance/Recharge (19) Aegis - Resistance (29) Aegis - Psionic/Status Resistance (34) Unbreakable Guard - +Max HP Level 18: Irradiated Ground (A) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (19) Superior Avalanche - Accuracy/Damage (36) Superior Avalanche - Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Recharge/Chance for Knockdown Level 20: Consume (A) Efficacy Adaptor - EndMod/Accuracy/Recharge (31) Efficacy Adaptor - Accuracy/Recharge Level 22: Weave (A) Luck of the Gambler - Recharge Speed (25) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Endurance (27) Luck of the Gambler - Endurance/Recharge (27) Luck of the Gambler - Defense/Endurance/Recharge Level 24: Fusion (A) Recharge Reduction IO Level 26: Hasten (A) Recharge Reduction IO (29) Recharge Reduction IO (31) Recharge Reduction IO Level 28: Burn (A) Superior Brute's Fury - Accuracy/Damage (31) Superior Brute's Fury - Damage/Recharge (37) Superior Brute's Fury - Accuracy/Damage/Recharge (42) Superior Brute's Fury - Damage/Endurance/RechargeTime (42) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (42) Superior Brute's Fury - Recharge/Fury Bonus Level 30: Assault (A) Endurance Reduction IO Level 32: Atom Smasher (A) Armageddon - Damage/Recharge (33) Armageddon - Accuracy/Damage/Recharge (33) Armageddon - Accuracy/Recharge (39) Armageddon - Damage/Endurance (40) Armageddon - Chance for Fire Damage (40) Fury of the Gladiator - Chance for Res Debuff Level 35: Devastating Blow (A) Superior Blistering Cold - Accuracy/Damage (40) Superior Blistering Cold - Damage/Endurance (48) Superior Blistering Cold - Accuracy/Damage/Endurance (48) Superior Blistering Cold - Accuracy/Damage/Recharge (48) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (50) Superior Blistering Cold - Recharge/Chance for Hold Level 38: Char (A) Empty Level 41: Melt Armor (A) Achilles' Heel - Chance for Res Debuff (43) Analyze Weakness - Accuracy/Recharge Level 44: Fire Ball (A) Superior Frozen Blast - Recharge/Chance for Immobilize (45) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (45) Superior Frozen Blast - Damage/Endurance (46) Superior Frozen Blast - Accuracy/Damage/Recharge (46) Superior Frozen Blast - Accuracy/Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage Level 47: Fiery Embrace (A) Recharge Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Miracle - +Recovery (50) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (43) Performance Shifter - EndMod (45) Performance Shifter - Chance for +End Level 0: Marshal Level 0: High Pain Threshold Level 0: Invader Level 0: Born In Battle Level 50: Agility Core Paragon ------------
  21. It's much harder to softcap positional defense on a kinetics, but you get to S/L softcap very easily. I personally like to 5 slot my defensive powers (except vengeance that is just a holder for LotG global recharge) because that gives you 3.75% S/L resist and 9% accuracy each. You get to softcap s/l easily with scorpion shield from the Mace patron power pools.
  22. Darkir

    DP/Thermal?

    It stacks with itself pretty well. Two time's juncture and distortion fields basically means the mobs won't be able to move out of aoes at all or run away. Farsight and chronoshift also stack if the casters are different and then you can easily temporal selection 2 people so the brute will have it twice and you and the MM once, so with all that that's 30% def to all, 20% to hit, 130% recharge, and the brute will have 160% recharge. Meanwhile the mobs will have around -20% tohit (about) from two time's junctures.....so yeah with all that you all will be nigh unhittable and have a ton of recharge. This would be a very very survivable team. Another option is the tried and true fire/kin. Essentially you choose this to buff their and your own dmg to the cap with fulcrum shift and you would give them recharge and endurance through speed boost (not yourself though). You would also have a quick recharging endurance heal in transference. This team would just destroy mobs their defense would be their offense, things can't hurt you if their dead. So, decisions decisions. Both time and kinetics have heals, but time's is a little better because it doesnt require a hit and it an aoe heal on yourself instead of the mob. /Dark is fun because of Tar Patch, but it doesn't add much more to your team's composition. /Kin or /Time would add much more. Honestly most of the secondary corruptor powersets are fine and will perform well or at least decently. I would still suggest the /time or /kin for your composition though, I'm biased though as those are my two favorite sets as well. They both just offer so much so a group, while being able to handle themselves quite well if forced to solo. (/Time solos better than /Kin without a lot of investment) If you are on torchbearer and want to team or join a supergroup. My handle is @Darkir.
  23. OH! One of the best things about DP is that you can slot the recharge proc from forced feedback io set in Empty Clips to get insane recharge. (still not enough to get perma soul drain from soul mastery, but its still a lot of recharge, enough to make perma chronoshift easy)
  24. I think you mean Dark mastery for perma soul drain. The soul drain from soul mastery is 240 second base, so its not really possible to perma even with ageless destiny slot. Dark mastery's soul drain is a base of 120 which you can get perma.
  25. Ok, so a defender's farsight without Clarion can reach around +22% to all defense. With Clarion it's around 30, which should softcap just about anyone. Defender also gets stronger heals. Corruptors farsight without Clarion reaches 15%, with about 22%. To me, this is enough and you have a higher base dmg on all your powers and scourge which is serious dmg if you team with one of the many many prevalent kins around because you'll be at the dmg cap and scourge allows you to circumvent that in a way as long as the enemy is below 50% health. The recharge on temporal selection and chronoshift are the same. So, meh. I would choose the corruptor, but if you want more of a support role. By all means go defender.
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