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  1. Hi again, everyone! I got some time to think about other potential homebrew powers recently, and since my writeup on Light Control actually started off as a support set, I figured that creating a proper one was long overdue. In this case, I decided to go for a counterpart to Time Manipulation – a power set revolving around manipulating space in different ways. Design Rationale A lot of Space Manipulation’s abilities revolve around the concept of “support through repositioning”, shifting space in a more advantageous way for your allies. This comes in a variety of forms, from moving dangerous enemies away from more vulnerable targets, to phasing allies taking too much heat, enhancing the distance that allies can attack from, and even causing attacks to strike another, more durable ally instead of their intended target. As such, one intentional weakness of the set is a lack of any healing options. Space Manipulation excels in the field of damage prevention, kind of like Force Field, albeit mitigating damage through more indirect means. With proper use of its abilities, health recovery should hopefully be unnecessary in the first place! I also purposefully tried to avoid the more ’creative’ aspects of manipulating space (portal slicing, turning enemies into spaghetti, and so on); many of Space Manipulation’s powers are much more subtle and indirect in nature, save for a single ability that reduces foes’ resistances. I wanted Space Manipulation to feel a bit like playing a game of chess, repositioning allies and foes alike to provide tactical advantages for the team. Questions to the Forums (Other Questions/Comments Welcome!) Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it? Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap? Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them? Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written? What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?) As always, I’d love to hear everyone’s feedback on this! Space Manipulation Power Table Power Level (Primary|Secondary) Effect Displace 1 1 Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown Focal Point 1 2 Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract Expand Distance 2 4 Location (Ranged AoE), Foe -ToHit, -DMG, -SPD Warp Shield 6 10 Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport) Repulsion Zone 12 20 Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel Dispersal 18 28 PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient Twist Matter 26 35 Ranged (Targeted AoE), Foe -Res(All), -Special Compress Space 32 38 PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit Powers T1: Displace You teleport a single foe or ally to another location of your choice. A successful hit must be made in order to Displace a foe, and if so, may knock them down and deal some smashing damage from the sudden change in location. Damage Minor (Smashing) Recharge Slow (15s) Minimum Level 1 (Controller) 1 (Corruptor) 1 (Defender) 1 (Mastermind) Effects Ranged (Foe Only) Teleport Teammate or Foe Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Ranged Damage Knockback Teleport Universal Damage Universal Travel T2: Focal Point You cause additional space to gather around an ally, pulling in nearby foes and providing your target with some resistance to damage and knockback effects. Focal Point will not pull in nearby foes if Warp Shield is also active on the selected ally. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Radius 30 ft Minimum Level 2 (Controller) 2 (Corruptor) 1 (Defender) 2 (Mastermind) Effects Toggle: Ranged Ally (Targeted Area of Effect) Ally +Resistance(All Damage, Knockback) Foe Attract Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Damage Resistance Set Categories Resist Damage T3: Expand Distance You create a localised space distortion where things are much further away than they appear, causing foes inside to move slower and miss their attacks more often. Attacks that do hit will have their damage reduced due to their longer travel time. Recharge Long (90s) Duration 45s Radius 25 ft Minimum Level 4 (Controller) 4 (Corruptor) 2 (Defender) 4 (Mastermind) Effects Ranged (Location Area of Effect) Foe -Damage, -Speed, -ToHit Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Slow Enhance ToHit Debuff Set Categories Slow Movement ToHit Debuff T4: Warp Shield You surround an ally in a protective spatial anomaly, making any attacks directed against them less likely to hit as well as increasing their resistance to Defense Debuffs. Any damage that would still affect them will instead be inflicted on the target of your Focal Point if it is currently active. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Minimum Level 10 (Controller) 10 (Corruptor) 6 (Defender) 10 (Mastermind) Effects Toggle: Ranged Ally Ally +Defense(All), +Resistance(Defense Debuffs), Special (Redirect) Enhancements Enhance Defense Buffs Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories Defense T5: Dimension Veil You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible, -Regen, +Protect(Repel, Teleport) Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. Recharge Slow (10s) Duration 240s Radius 25 ft Minimum Level 20 (Controller) 20 (Corruptor) 12 (Defender) 20 (Mastermind) Effects Location (Point Blank Area of Effect) Team +Resistance(Status) Ally -Intangible Foe -Intangible, Repel Enhancements Reduce Endurance Cost Increase Attack Rate Set Categories None T7: Dispersal You cause the space around you to rupture outwards, violently teleporting nearby foes away to random locations before dealing a minor amount of damage and throwing them off their feet. The process can even cause them to become disoriented. If you have Focal Point active, Dispersed enemies will teleport to your targeted ally instead. Damage Minor (Smashing) Recharge Slow (45s) Radius 9 ft Minimum Level 28 (Controller) 28 (Corruptor) 18 (Defender) 28 (Mastermind) Effects Point Blank Area of Effect Foe Teleport, Knockback, Chance of Disorient (Mag 2, 40%) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Enhance Disorient Duration Set Categories Melee AoE Damage Knockback Stuns Teleport Universal Damage Universal Travel T8: Twist Matter You violently twist the space your foes inhabit for a short period of time, debilitating their damage resistances and weakening their secondary power effects. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened. Recharge Long (150s) Duration 40s Radius 15 ft Minimum Level 35 (Controller) 35 (Corruptor) 26 (Defender) 35 (Mastermind) Effects Ranged (Targeted Area of Effect) Foe -Resistance(All), -Special Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories None T9: Compress Space You cause things to become much closer than they appear for nearby allies, increasing the range of their attacks and their chance to hit. These compressed distances also provide a boost to movement speed and some resistance to slow effects. Recharge Very Long (360s) Duration 90s Radius 25 ft Minimum Level 38 (Controller) 38 (Corruptor) 32 (Defender) 38 (Mastermind) Effects Point Blank Area of Effect Team Range Increase, +Speed, +ToHit, +Resistance(Slow) Enhancements Reduce Endurance Cost Increase Attack Rate Enhance Running Speed Enhance ToHit Buff Set Categories To Hit Buff Running & Sprints Universal Travel
  2. Hi guys, Trying to figure out what to run in terms of a couple gimmicky characters i want to make, I'm thinking either a rad/rad defender or a rad/sonic defender i want to both be able to solo alot of if not almost anything but also be very useful on teams, inf is not an issue just need some help with the builds and what doesnt feel super clunky to play
  3. I have been running this Fire/TA as well as a TA/Water defender for a while and they both are doing pretty well. I would like to see what might could be improved or just different directions that may work out as well. The goals for the build were Ranged Defense as well as Recharge, I didn't feel the need to soft-cap defense because of Flash Arrow. However I did boost it up more than the bare minimum for a bit of safety for mobs joining the fight late. I don't think I got all the recharge out of the build as possible so that might be a good area for improvement. On this build I did not take Ice Arrow, even though I like the power a lot, because I was tight on slots and didn't feel that Fire needed the extra ST oomph that it can provide, not opposed to it if it can squeezed in. Also I don't like planning for Incarnates but I have taken Cardiac, Assault, and Clarion for the ones that would make a difference in build. Any advice that can be provided would be greatly appreciated. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Corruptor Primary Power Set: Fire Blast Secondary Power Set: Trick Arrow Power Pool: Speed Power Pool: Fighting Power Pool: Teleportation Power Pool: Leadership Ancillary Pool: Dark Mastery Villain Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), SprScrBls-Dmg/Rchg(13), SprScrBls-Acc/Dmg/EndRdx/Rchg(31), SprScrBls-Rchg/+End(42), Thn-Acc/Dmg/EndRdx(43) Level 1: Entangling Arrow -- Acc-I(A) Level 2: Fire Ball -- Rgn-Acc/Rchg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(3), Rgn-Dmg/EndRdx(5), Rgn-Knock%(5), PstBls-Dam%(11) Level 4: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(17), CldSns-Acc/Rchg(17), CldSns-ToHitDeb/EndRdx/Rchg(39) Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(9), Artl-End/Rech/Rng(11) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 10: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(31) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Kick -- Empty(A) Level 16: Poison Gas Arrow -- CaloftheS-Heal%(A) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(23) Level 20: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(23), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(39), ShlWal-ResDam/Re TP(45) Level 24: Combat Teleport -- Tim&SpcMn-Rng(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dmg/ActRdx/Rchg(29), StnoftheM-Dam%(29), Apc-Dam%(46) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Acid Arrow -- AchHee-ResDeb%(A), Acc-I(31), Ann-ResDeb%(43), PstBls-Dam%(46), Bmbdmt-+FireDmg(48) Level 32: Inferno -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(33), SprScrBls-Dmg/EndRdx/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34), Arm-Dam%(34) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-%Hold(40), Lck-Acc/Rchg(40), Lck-Rchg/Hold(40), Lck-EndRdx/Rchg/Hold(42), Lck-Acc/EndRdx/Rchg/Hold(42) Level 41: Dark Consumption -- Erd-Dmg/Rchg(A), Erd-Acc/Rchg(43), Erd-Acc/Dmg/Rchg(45) Level 44: Dark Embrace -- GldArm-End/Res(A), GldArm-ResDam(45), GldArm-3defTpProc(46) Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(48), Erd-Acc/Dmg/Rchg(48), RechRdx-I(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50), Rct-Def(50) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(34), NmnCnv-Regen/Rcvry+(39) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 49: Quick Form Level 10: Speed Phase ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 7.25% Defense(Fire) 7.25% Defense(Cold) 27.88% Defense(Energy) 27.88% Defense(Negative) 6% Defense(Psionic) 31% Defense(Ranged) 8.5% Defense(AoE) 13.05% Max End +2.5% Enhancement(Held) 2.5% Enhancement(Max EnduranceDiscount) +68.75% Enhancement(RechargeTime) +10% Enhancement(Range) +33% Enhancement(Accuracy) 7.5% SpeedFlying 124.5 HP (11.62%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping Knockback (Mag -7) Knockup (Mag -7) 36.25% MezResist(Confused) 36.25% MezResist(Held) 36.25% MezResist(Immobilized) 36.25% MezResist(Sleep) 36.25% MezResist(Stunned) 36.25% MezResist(Terrorized) 200% MezResist(Teleport) (20% chance) 12.5% (0.21 End/sec) Recovery 38% (1.7 HP/sec) Regeneration 9.5% Resistance(Smashing) 23.75% Resistance(Fire) 23.75% Resistance(Cold) 12.5% Resistance(Energy) 12.5% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 9.5% Resistance(Lethal) 7.5% SpeedRunning | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1402;698;1396;HEX;| |78DA6593CF4F135110C7DFDBDD525A684B815A7E637FD25F6CA93FA389890236512| |021DA786D1AD8B61B9A6EB32C11D483FA2778F1A48947137FDEBC1A4F9E34EA4D6F| |A226FE401345C54B1D76E6590C9BB49F7DF366BE336FDEECDCEA7467B99C3FCEB86| |FAA565A5E2E4E19A6B9D2B00CD35DD016AA75A36654D664068F137E83FF768B674A| |F58AB6A8E675532B4E42A435D0DA9B5C2997D582A92F2C154F98A6719EB9E70DA3A| |69E6D68DAA2C77ECDEB95AAA5D72BDDF6AAA0D5B486615A254B37EA3EDB34AB9516| |3573B9AA37FC271BFA823A5D32978A73904633D7FAA09210FCE212FCF1EDDA58D3C| |16E00720AEBBC498C29364712C8641299BA85FB968789A7C9D8001A13921004457E| |50B28DD27EE201A472887818E97E84C12BA02853B02CBF85CD618575AD13DF21E3E| |F914980436472C80E5BA14D213A90ED6D4427D2DD8E0C3BF13AB683B9338DE9BDC4| |08ECB8A82BDCF5066B1C798D4C033AC4A93B6ED3C120C2238C9E263C6C15D63E126| |1BEA7DCF6CB80BB5FF4DB7F47B68DDD7789F790BDF7890F907B1E226548D243C172| |CF166D06B9DD8DBE1FB8EEDB442AE01C10CE8100A68F7621E3BD54CE0C3AC7C1392| |8CA0F7AF14CE3807E516BFF336CCDC073E24BE4D00BE22BE4780E832FC0E90785E2| |20F5750D8CC3A4A80C3F06CF1EE82B0D4EEA03D6324EB39095F0A654701B15658C4| |67104F7C68963C4A398367484780C79113286C58C846946223423119A9108CD4894| |66244A337209826322736C1315C7FE107F127F2193BF895BC8CB709A04B73F85A69| |4F884239BFA88CC7C465E01A7346590D2396C40264B8DD887BC0A5049495649214B| |8A5952CA518BFD709313427182AE3DF71D95721BC8534AEBAB6F0E293BBF627B746| |7779BE695D667CDB86DFAE20613FFCFB4B1DBF4758749E2A7E10DAE2C14A2B93B87| |057EDBE1C4F975ECA0F71A72260547A2D4CD27B07089C55FD9E7D2D3| |-------------------------------------------------------------------|
  4. Right now, Corruptors are essentially Defenders with worse buffs, debuffs, heals, and do slightly more damage, with much worse proc opportunities. Let's level the playing field a little. Make Defenders' debuff values the current Corruptor debuff values, and make Corruptor debuff values the current Defender debuff values. Done. That alone would be a big differentiator between the two archetypes and give people more of a reason to choose Corruptor over Defender. Plus, it plays into the archetypes' very names.
  5. EDIT: I remembered wrong, thanks for verifying y'all I thought I was going crazy lmao I grew up playing COH & COV & have fond memories of using the Poison powerset among many others. I created a Corruptor yesterday w/ Psychic blast & Poison powersets, but when I started playing the game I noticed an issue with Poison powerset's first ability, Alkaloid. In the original game Alkaloid could be used as an attack against enemies, or as a heal for friendlies depending on who you had targeted. Now however, Alkaloid is unable to be used as an attack power against foes. Is there a reason for this change? Is this a glitch? Can this be fixed so that the power matches up with the power's description? While it's not game breaking by any means, it was a huge disappointment to discover the power doesn't work the way it's supposed to. Would LOVE to see this fixed or hear any feedback on this issue. I know it's not everyone's favourite powerset, but if it's in the game it should work the way it was meant to, no?
  6. Hi All, Has anyone played both of these? Does the defenders greater buffs and procs make out for lower damage cap?
  7. Looking for a Corruptor Dual Pistol Fire Farming build that can do it comfortably, inf is no issue. just looking for a build that can do it comfortably and is fun
  8. Hi looking to get some help with my build, looking to make it more streamlined for fire farming, looking at making it quicker in the farms and just generally alot better <small><code>|&nbsp;Copy&nbsp;&&nbsp;Paste&nbsp;this&nbsp;data&nbsp;into&nbsp;Mids'&nbsp;Reborn&nbsp;:&nbsp;Hero&nbsp;Designer&nbsp;to&nbsp;view&nbsp;the&nbsp;build&nbsp;|<br&nbsp;/>|-------------------------------------------------------------------|<br />|MxDz;1584;747;1494;HEX;|<br />|78DA65944B4F135114C7EF74A6D69696520A94F7A3409F5028A02646632288411E1|<br />|2314657CD08034C52DBA60F234BBF821AD908E8C6E073A3887E078D0BFD062E7C10|<br />|1475E7A69E99FF4987A49334BF7BCFB9E77FFFF79E99CEDE9A70BF3C7FFB8C90BCE|<br />|369B550488D67F3F952AE98CD3BE6D46229AFA665418F837E1D9554EA929A59D196|<br />|121325359D9AD70BC56CBA10B0B2674BCBCB89693DA315F5C58270CD67B3E9C4424|<br />|ED3963CE670525F592DEA9915AF399BD1D4252D5F58D5733E733E95B9A917F4EB7A|<br />|5A2FAE05CEE5F4C584219C9A4CAB37B4D4AC5A286AF9B566723342BF509DE0A76C1|<br />|77D8A104945C4FA992166181C8C30A3E07BA9522B8B6FB219B37D67FE00953D304C|<br />|FB48BC8FF41AF5477698EFC0A36F98BBA0EB2DF8810A65C9A82E0BB95598B108E9D|<br />|94DC172395A87DB35B41DA336D47E41AD7B0C73F709B0F618F338F891349C02DACE|<br />|C7C40E450449AC06DAB69A38F6AB638698365AE3C19E92E72221486BE6C07ACA795|<br />|12FBC8631C526E2E4D1C71E7DCFE0ADFE05F339D8B00D869E309F823269F8A167F7|<br />|07E0B1615832734D49E618D83C02768E820AD536726DE3347AD1EC42AEB586E906D|<br />|B3D4C2FE8A1DA003C8B40236203748E16D66BB1D9B1D757E87606C1EE57B8A3EE5D|<br />|E60E68DC451BEBB5B19E8F621DD0533A38D6F3173A3D7F98BFC1DE0370903C74B18|<br />|7AE07B8A3DE0DE626D8B7C57CC87CC4774CFB05D94390F7FB44E8E758FF3ADE8BCF|<br />|148BE0BD9022464A9145D4071E89091147CE163F8DF503A798274107AD49F0B9122|<br />|3F03DC43D1BE29E25B94749EE5D2D791B661FC3ECAD5D39F48D5D23D0B718BE0A0E|<br />|5CC6FB36B4004EC72A6BCB31ABCE989649B12A92AC8A8C5645C6AA225346045F637|<br />|9C61C73D68993CF2B952F5D48668593FA25B3AF7D17171B593FEEF3971593A50B92|<br />|7936A5877BBD0F26AFE03E7E1EAEAF45FD81155324EE5FF80EF33E18BDC7BC0B6E5|<br />|02FEDEC69F3D078CB67FDAF984F6B03ADE7C064C01AEFF559E375BF35DE0E5A63EB|<br />|F9D76445FF03AA8EFCA8|<br />|-------------------------------------------------------------------|</code></small> http://www.cohplanner.com/mids/download.php?uc=1584&c=747&a=1494&f=HEX&dc=78DA65944B4F135114C7EF74A6D69696520A94F7A3409F5028A02646632288411E12314657CD08034C52DBA60F234BBF821AD908E8C6E073A3887E078D0BFD062E7C101475E7A69E99FF4987A49334BF7BCFB9E77FFFF79E99CEDE9A70BF3C7FFB8C90BCE369B550488D67F3F952AE98CD3BE6D46229AFA665418F837E1D9554EA929A59D196121325359D9AD70BC56CBA10B0B2674BCBCB89693DA315F5C58270CD67B3E9C4424ED3963CE670525F592DEA9915AF399BD1D4252D5F58D5733E733E95B9A917F4EB7A5A2FAE05CEE5F4C584219C9A4CAB37B4D4AC5A286AF9B566723342BF509DE0A76C177D8A104945C4FA992166181C8C30A3E07BA9522B8B6FB219B37D67FE00953D304CFB48BC8FF41AF5477698EFC0A36F98BBA0EB2DF8810A65C9A82E0BB95598B108E9D94DC172395A87DB35B41DA336D47E41AD7B0C73F709B0F618F338F891349C02DACEC7C40E450449AC06DAB69A38F6AB638698365AE3C19E92E72221486BE6C07ACA79512FBC8631C526E2E4D1C71E7DCFE0ADFE05F339D8B00D869E309F823269F8A167F707E0B1615832734D49E618D83C02768E820AD536726DE3347AD1EC42AEB586E906DB3D4C2FE8A1DA003C8B40236203748E16D66BB1D9B1D757E87606C1EE57B8A3EE5DE60E68DC451BEBB5B19E8F621DD0533A38D6F3173A3D7F98BFC1DE0370903C74B187AE07B8A3DE0DE626D8B7C57CC87CC4774CFB05D94390F7FB44E8E758FF3ADE8BCF148BE0BD9022464A9145D4071E89091147CE163F8DF503A798274107AD49F0B91223F03DC43D1BE29E25B94749EE5D2D791B661FC3ECAD5D39F48D5D23D0B718BE0A0E5CC6FB36B4004EC72A6BCB31ABCE989649B12A92AC8A8C5645C6AA225346045F6379C61C73D68993CF2B952F5D48668593FA25B3AF7D17171B593FEEF3971593A50B927936A5877BBD0F26AFE03E7E1EAEAF45FD81155324EE5FF80EF33E18BDC7BC0B6E502FEDEC69F3D078CB67FDAF984F6B03ADE7C064C01AEFF559E375BF35DE0E5A63EBF9D76445FF03AA8EFCA8
  9. So I would like to have feedback on this idea. I certainly could be overlooking something and if so let me know. Most people I have spoken to seem to agree that Defender > Corruptor overall. Again this may not be true entirely, but it feels like the general consensus in my experience. *(I know my one experience is not the be all end all of experience) Anyways, Corruptors seem to have a role problem. Where exactly do they fit? Defenders are better at support and can match them and in a lot of cases surpass them in damage output. This isn't saying Corruptors are useless, not at all. It is simply that it seems they serve a very niche role. Keep in mind this is coming from a person who has played both Corruptors and Defenders EXTENSIVELY since the beginning of Corruptors. So, I had this idea based purely on the name of the AT: Corruptor. Corruptor says to me, really strong de-buffs, aka corrupting a target or targets. I am not saying they should have stronger de-buffs than a Defender. But, I would suggest that (for de-buffs only) they should be equal. This gives a clearer edge to Corruptors in damage output as well as gives them a better place among team play, and also helps distinguish them further from Controllers and Masterminds in terms of their support abilities. To be clear, their buffs would remain the same as they are now (which is weaker than a Defender) but their de-buffs would be brought to the same level as a Defender. Again, I could be missing something and this could throw things out of whack. If that is the case please point that out. Otherwise, I think this could be a good change that would be just enough of a nudge to give Corruptors more of a clearly defined role. Also it is possible that this suggestion isn't even possible. I would like to know. Or maybe this suggestion just isn't the right fit? If so, what other things do you think could be done to more clearly define the Corruptor and give the AT just a little bit of love? Does it need any adjustments at all? Look forward to hearing some constructive feedback! 🙂
  10. Hello forum goers, it has been some time, once again I am back with a new powerset proposal. I have done multiple melees, and more recently engaged in control & assaults, so I decided this time as I "always" provide aid and assistance in providing revolutionary ideas to suggestions and feedback, I would now try involving myself with support based powersets for Defenders, Controllers, and possibly Corruptors. The theme for this one is Spiritualism, it involves the player unleashing their personal spirit to help unlock others full potential. I'm providing this description as this support powerset as many of my other proposals, is different. The new twist is that it also allows for allies to grant the same Buffs to other teammates granted from the caster, as well as provide them with an additional powers while under these buff affects. Are you intrigued so far, well as always... Special thanks to @Vanden for providing the icons. Excellent job with the multi-colored effects its work spectacularly. Introducing... Spirituality Spirituality gives you the ability to to unleash your spirit onto another to awaken your teammates full potential to garner various forms of earthbound threats that may degrade an allies performance. The goal of Spiritualism is to reach enlightenment, in order to unrestrained by any control based affects as well as allowing allies to ward of enemies through projections of their mind soul and body. It is a primary powerset for Defenders and Controllers, and a secondary for Corruptors and Masterminds Power Tables Defenders and Controllers Spirituality is available as a primary set for Defenders and Controllers. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 1 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 2 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 6 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 8 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 12 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 18 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 26 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 32 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Corruptors and Masterminds Spirituality is available as a secondary set for Corruptors and Masterminds. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 2 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 4 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 10 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 16 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 20 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 28 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 35 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 38 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Powers These are the following powers in the Spirituality powerset Self Persistence You strengthen your first chakra of survival increasing your basic instinct and awareness to overcome any physical obstacles, to combat the spiritual blockade of overcoming fear granting you resistance to this affect. Grants the caster resistance to Lethal and Smashing damage. Gratification You open your targets second chakra, bringing them euphoria beyond normal limits and boosting their morale. Gratification removes the guilt from the target, protecting from psychic assaults and mez effects. As you awaken their chakra, gratified allies become able to extend this effect onto other teammates for a short time. This ability will persist for a limit of 5 uses until their acquired spiritual awakening fades away. Grants ally Spirit Blade Spirit Blade Power granted from opening Second Chakra, funnels your spiritual energy in the form of a blade to smite a foe. Deals moderate energy and smashing damage. Redirect You expand your spirit to reroute enemy attacks and protect your allies. Redirect causes damage enemies who strike you for a short time, as well as offering a chance to knock them away. Allies within range of the redirection are offered increased defense, as the attacks are simply returned to the assailants. Empowerment The extend your souls reach to untap your allies full physical potential, increasing their offensive and defensive capabilities, granting them resistance towards shame as it Slows you down. Empowered Targets are able to extend this ability for a short time. This ability will persist for a limit of 3 uses until the spiritual effects wear off. Grants ally Spirit Drain. Spiritual Drain You extract the spirit of your foe transferring the energy to yourself. Shamans Embrace You gather the spiritual energy of your surroundings to heal a target. Embraced targets are able to heal others for a limit of 2 minutes. Grants ally Spiritual Torrent. Spiritual Torrent Propel your souls energy in the shape of ones self resulting in a rushing wave of spiritual energy. Deals moderate damage. Mindfulness You open up the minds of allies close to you, preventing the disorientation of their performance amplifying their truth of their performance on the battlefield. Grants Ally Mindfulness for a limit of 3 uses. Grants Ally Unguarded Soul. Unguarded Soul You utilize you spirit to project your energy to disrupt with your targets chakra network degrading their defense. Third Eye You awaken your third eye granting your allies nullification towards Psionic any mez effects, blockading them from delusion that cloud their judgment, transcending your chakra through your mastery of your spirit. Grants ally Sightless Soul. Sightless Soul You disrupt your targets spirit plummeting their senses lessening their perception Transmigration You transcend your chakra through your mastery of your spirit to move the vacant soul into its deceased body. Grants ally Spirit Transfer. Does not grant ally this move Spirit Transfer You dispense the spiritual energy of a target and imbue that energy into yourself. Earthly Detachment Your mastery of chakra had granted you the ability to depart from the physical plane, those closest to targeted ally will grant protection from any physical restraints such as mez and status protection. Grants ally Upheaval and Weaken Spirit. Does not grant ally this move Upheaval You harness the spiritual energy form the afterlife to raise the hands of enlightenment, knocking foes upward. Deals Superior Damage, has only 1 usage Weaken Spirit You extend your spirit onto a foe by sheer presence, severely plummets their ability to dish out damage on those who have departed form the physical plane. This is an auto move. Conclusion Thank you for viewing my proposal I decided to do one with a spiritual theme as I was looking for ways to increase personal motivation given these circumstances. Hope you guys enjoy this new concept for Defenders and support based AT in general, hope that the theme was enough to allow for this new approach to this playstyle. Hopefully reading through this post will awaken your spirit and unlocked new potential for this thread. I will release potential animation and effects in the future for visualization.
  11. So, as a City of heroes noob who wanted to make an Ice/Time toon can anyone please make a build since I'm not good at making builds at all? with the fighting, flight powerpools as well as other pools for solo defense
  12. I have a five part plan. 1.) Give Defenders and Corruptors Umbral Torrent and Aim from the Blaster version of the set. Replace Nightfall and Torrent. They're both different flavors of bad, slow and weak respectively, which is presumably why they got taken out of the Blaster version. 2.) Add un-enhanceable Knockback Protection of the same magnitude as Umbral Torrent minus point one (or whatever it takes to convert it to knock down) to Tenebrous Tentacles. Similar to controller immobilizes. 3.) Add 98.5% Enhancement (Knockback) to Aim. I think that's the effect anyway. I'm looking at Power Build Up in Mid's. Maybe enhance -ToHit too. T H E M A T I C. Change the power name if necessary. Spooky Focus! Nebulous Concentration! Goth Flex! 4.) Make both cones the same size. Range 60, 40 degree arc sounds reasonable to me, though I know there are formulas for these things that I'm totally ignoring. 5.) Observe how the two cones now make a logical one-two punch. The change to Aim adds a layer of positioning control. Bonus step 6.) Dark Pit sucks. It needs something. Anything! Increased mag, decreased recharge time, increased duration, add some damage. Increase that stupid 60% base accuracy at the least. Throwaway power. Why yes, the cone sizes have been brought up many times before, and I did come up with this entire scheme to not have to use Sudden Acceleration! Thank you for noticing. I thought it was pretty clever too. I can see you typing /jranger.
  13. Ok I realize this may not necessarily belong in the general thread but I did not want to post this three times and I figured if I posted this in either the Blaster, Corruptor, or Defender forums then I would get biased answers on each side. I mained a Controller and a Tank on retail/live and am very interested in playing a character that is more blow-em-up than those two. I am very interested in water blast and radiation/whatever the blaster version of radiation is called (can't remember at the moment and am typing this on my phone while at work 🤫). Atomic? I am relatively newly back and still do not have a 50 here on Homecoming. Pretty much like everyone else I want my cake and to eat it too so I want a character at max level with that theme to be able to solo just about anything I want, while also being a great asset to any team. I want to do massive damage while not dying every time I look at a mob funny. A bonus would be to have a character that is a perfect compliment as a duo with my friend (he doesn't have a main yet either...this is more of a general statement of a toon that would be good in duos). As I see it the three ATs already mentioned could all be more than fine if built in certain ways. Each could be equally as fun and I realize that in a lot of ways this is "six of one / half dozen of the other." One last thing to note before I throw out my specific questions...I intend to shy away from melee attacks; which I understand might detract from some strengths of rad but I just feel like playing more at range when possible. All of that lengthy preamble out of the way, this is what I am turning to the community for advice on: Water Blast and Radiation/atomic(?) 1. With those power sets in mind, which AT shines the most at 50? --Blaster? --Defender? --Corruptor? 2. Will it be more effective end-game to slot for overall damage output on one versus overall survivability on another? In other words, which can squeak out the most of each? Thanks to everyone in advance, I am really looking forward to the inevitable contrasting views....convince me! Edit: I totally realize I will be getting biased, opinion based answers....I just didn't want to post in a place where I already knew the answers I would get 🙃
  14. Im trying to find a good build for a Beam/time corruptor. does anyone have one laying around that i could take a look at?
  15. So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
  16. Last night I had an idea, as I was playing and thought about NBC's Heroes. Remember Ando? How he could boost people's powers? This is a very rough idea, and I'm totally open to different ideas. Note the numbers after the placeholder power names are what level they would be available on either a primary or secondary for the power set concept. Erratic Amplification 1 1 Ranged Foe, -Max HP, -ToHit, Special(+Damage) Amplified Recovery 1 2 PBAoE, Ally +Regen, +Recovery, +Recharge Amplified Pain 2 4 Toggle: PBAoE Foe (-Defense, -Resistance, -Regen) Amplify Ally 6 10 Ally +Power Boost (similar to Empath Fort) Amplify Self 8 16 Self +Power Build Up Amplified Travel 12 20 PBAoE Team, +Max Movement Speed (run, jump, flight), +Max Teleport Range, +Special (Recall Friend/Shadow Recall act similar to ATT) Amplification Aura 18 28 Toggle: PBAoE Team, +Special (weaker toggle version of Power Boost) Amplified Inspiration 26 35 Ally, +Special (Boosts inspirations used on individual) Ultimate Amplification 32 38 PBAoE, Team +Special (Team Ultimate Inspiration), lasts 15 seconds, 10 minute recharge I was trying to think how we could get something rather unique as far as a support set could go, and thought this could be conceivably a cool idea. I haven't figured out what potential buff/debuff numbers necessarily could be aside of the tier 9 as that's fixed but duration/recharge is up for discussion on that one. Every Hiro needs an Ando.
  17. Hi, I made a Radiation/ Poison Corruptor cin an attempt to finally play a ranged character. I was hoping someone would be able to provide me with a build to use, or at least give me some tips on what to build a corruptor. If you think the power sets don't work well together I'd also take suggestions on a good corruptor powerset with a build for it. Thanks for any help
  18. Hello, Back in the day, I ran an AR/Kin and I suspect I wasn't the only one and I am trying to make out a build with damage and some survivability and control involved. I would love some advice and guidance with the more experienced corruptors. This is so far what my level 50 build will look like. Any feedback would be greatly appreciated! Thank you! This is without sets and I would like some advice on what would be better in my position. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Kinetic Error: Level 50 Technology Corruptor Primary Power Set: Assault Rifle Secondary Power Set: Kinetics Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Electricity Mastery Villain Profile: ------------ Level 1: Burst (A) Accuracy IO (3) Accuracy IO (3) Damage Increase IO (5) Damage Increase IO (5) Damage Increase IO Level 1: Transfusion (A) Accuracy IO (7) Accuracy IO (7) Healing IO (9) Healing IO (9) Healing IO Level 2: Slug (A) Accuracy IO (11) Accuracy IO (11) Damage Increase IO (13) Damage Increase IO (13) Damage Increase IO Level 4: Siphon Power (A) Accuracy IO (15) Accuracy IO Level 6: Buckshot (A) Accuracy IO (15) Accuracy IO (17) Damage Increase IO (17) Damage Increase IO (19) Damage Increase IO (19) Empty Level 8: Assault (A) Endurance Reduction IO (21) Endurance Reduction IO (21) Endurance Reduction IO Level 10: Siphon Speed (A) Accuracy IO (23) Accuracy IO Level 12: Sniper Rifle (A) Accuracy IO (23) Accuracy IO (25) Damage Increase IO (25) Damage Increase IO (27) Damage Increase IO Level 14: Super Jump (A) Jumping IO Level 16: Increase Density (A) Resist Damage IO Level 18: Flamethrower (A) Accuracy IO (27) Accuracy IO (29) Damage Increase IO (29) Damage Increase IO (31) Damage Increase IO Level 20: Speed Boost (A) Endurance Modification IO Level 22: Tactics (A) Endurance Reduction IO (31) Endurance Reduction IO (31) To Hit Buff IO (33) To Hit Buff IO (33) Endurance Reduction IO Level 24: Vengeance (A) Defense Buff IO Level 26: Ignite (A) Accuracy IO (33) Accuracy IO (34) Damage Increase IO (34) Damage Increase IO (34) Damage Increase IO Level 28: Boxing (A) Accuracy IO Level 30: Tough (A) Endurance Reduction IO (36) Endurance Reduction IO (36) Resist Damage IO (36) Resist Damage IO Level 32: Full Auto (A) Accuracy IO (37) Accuracy IO (37) Damage Increase IO (37) Damage Increase IO (39) Damage Increase IO Level 35: Transference (A) Accuracy IO (39) Accuracy IO (39) Endurance Modification IO (40) Endurance Modification IO (40) Endurance Modification IO Level 38: Fulcrum Shift (A) Accuracy IO (40) Accuracy IO (42) Recharge Reduction IO (42) Recharge Reduction IO (42) Endurance Reduction IO Level 41: Weave (A) Defense Buff IO (43) Defense Buff IO (43) Endurance Reduction IO (43) Endurance Reduction IO Level 44: Electric Fence (A) Accuracy IO (45) Accuracy IO (45) Immobilisation Duration IO (45) Immobilisation Duration IO Level 47: Charged Armor (A) Resist Damage IO (48) Resist Damage IO (48) Endurance Reduction IO (48) Endurance Reduction IO Level 49: Repel (A) Endurance Reduction IO (50) Endurance Reduction IO (50) Endurance Reduction IO (50) Empty 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: Scourge Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Empty Level 2: Hurdle (A) Empty Level 2: Stamina (A) Endurance Modification IO (46) Endurance Modification IO (46) Endurance Modification IO (46) Endurance Modification IO ------------
  19. I've been toiling with the below build for a solo beam/time/elec AV-killing machine. On paper it seems nuts... perma-hasten, perma-Farsight, perma-Chrono Shift, perma-insta-snipe... perma, perma, perma! The plan is to suppress regen with Distintegrate, Single Shot, and Time Stop, while applying Lancer Shot and insta-snipe every three seconds for massive damage. Distortion Field (can have two at once) helps control the trash mobs, while Overcharge and Thunder Strike provide some AoE for taking aforementioned trash to the curb. Ranged defense is soft-capped, and all defenses are at least mid-30's, thanks to Farsight. S/L resist, even without Rune is almost 50%. With Rune, S/L is hard-capped. And there's Temporal Mending to patch what damage trickles through. Still, is that enough control and AoE to keep the trash from getting out of hand? Also, I still have to juggle break-frees, because Rune will be down 44% of the time (70 seconds out of 160). That might go as low as 25% (30 seconds out of 120), depending on how often the FF -recharge procs fire; I'm not sure how the math works out there. Also, am I gonna just plain run out of endurance after 60 seconds? Plus, what else did I miss? Your insight is greatly appreciated! Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Deepsight: Level 50 Magic Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Villain Profile: Level 1: Single Shot (A) Thunderstrike - Accuracy/Damage (5) Thunderstrike - Damage/Recharge (5) Force Feedback - Chance for +Recharge (13) Thunderstrike - Damage/Endurance Level 1: Time Crawl (A) Recharge Reduction IO Level 2: Temporal Mending (A) Preventive Medicine - Heal (3) Preventive Medicine - Heal/RechargeTime/Endurance (11) Panacea - Heal/Endurance/Recharge Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Disintegrate (A) Apocalypse - Accuracy/Damage/Recharge (7) Apocalypse - Accuracy/Recharge (7) Apocalypse - Damage (9) Apocalypse - Damage/Endurance (9) Apocalypse - Damage/Recharge Level 8: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (11) Shield Wall - +Res (Teleportation), +5% Res (All) (15) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Defense/Endurance/Recharge Level 10: Aim (A) Recharge Reduction IO Level 12: Arcane Bolt (A) Force Feedback - Chance for +Recharge Level 14: Lancer Shot (A) Superior Malice of the Corruptor - Accuracy/Damage (15) Superior Malice of the Corruptor - Damage/Recharge (19) Superior Malice of the Corruptor - Damage/Endurance/Recharge (19) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge (21) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage (21) Superior Malice of the Corruptor - Accuracy/Damage/Recharge Level 16: Distortion Field (A) Basilisk's Gaze - Accuracy/Hold (27) Basilisk's Gaze - Accuracy/Recharge (31) Basilisk's Gaze - Recharge/Hold (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 18: Penetrating Ray (A) Scourging Blast - Accuracy/Damage (23) Scourging Blast - Damage/RechargeTime (23) Scourging Blast - Accuracy/Damage/RechargeTime (34) Scourging Blast - Damage/Endurance/RechargeTime (34) Scourging Blast - Accuracy/Damage/Endurance/RechargeTime (37) Scourging Blast - RechargeTime/PBAoE +End Level 20: Time Stop (A) Lockdown - Accuracy/Hold (34) Lockdown - Chance for +2 Mag Hold (40) Lockdown - Accuracy/Recharge (40) Lockdown - Recharge/Hold (40) Lockdown - Endurance/Recharge/Hold (48) Lockdown - Accuracy/Endurance/Recharge/Hold Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (46) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Rune of Protection (A) Aegis - Resistance/Recharge (25) Gladiator's Armor - Recharge/Resist (25) Unbreakable Guard - +Max HP (27) Steadfast Protection - Resistance/+Def 3% (31) Unbreakable Guard - RechargeTime/Resistance Level 26: Kick (A) Empty Level 28: Farsight (A) HamiO:Cytoskeleton Exposure (29) HamiO:Cytoskeleton Exposure (29) HamiO:Cytoskeleton Exposure (31) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Hasten (A) Recharge Reduction IO (33) Recharge Reduction IO Level 32: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (33) Unbreakable Guard - Resistance/Endurance (33) Unbreakable Guard - Resistance/Endurance/RechargeTime (42) Unbreakable Guard - Resistance (43) Unbreakable Guard - Endurance/RechargeTime Level 35: Weave (A) Reactive Defenses - Defense (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Endurance/RechargeTime (36) Reactive Defenses - Defense/RechargeTime (37) Reactive Defenses - Defense/Endurance/RechargeTime (37) Reactive Defenses - Scaling Resist Damage Level 38: Overcharge (A) Ragnarok - Damage (45) Ragnarok - Damage/Recharge (46) Ragnarok - Accuracy/Damage/Recharge (48) Ragnarok - Accuracy/Recharge (50) Ragnarok - Damage/Endurance Level 41: Chrono Shift (A) Numina's Convalesence - Heal/Recharge (42) Performance Shifter - EndMod/Recharge (42) Performance Shifter - EndMod (45) Numina's Convalesence - Heal/Endurance/Recharge (45) Recharge Reduction IO Level 44: Thunder Strike (A) Armageddon - Damage (46) Armageddon - Damage/Recharge (48) Armageddon - Accuracy/Damage/Recharge (50) Armageddon - Accuracy/Recharge (50) Armageddon - Damage/Endurance Level 47: Charged Armor (A) Endurance Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global 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: Scourge Level 1: Sprint | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1457;708;1416;HEX;| |78DA65944B4F13511886673A53B1A5D0628B140AF4020814185A2EC65B62C245A34| |24280B86D2665289394B6999644962EF80390E84674E3355184448D262AF13FA871| |E10F70A180176E6EEAD779BF00719A344FCE7BBEDB794FE68CDE1872AD5CBE79511| |0DD8369359F4F0C660D632E57C81AF65135A5272541101C439A96CBEBA9994219AD| |02071189713593D2A694014D9D4D8CEBD3692D74B83730373DAD4CEAB35A6254CDE| |8B9B9B45AD0B319C13596CDA69589AC91D48C79B7B918D1D429CDC8CFE8B90A737D| |A9D449CFA49C08CD69DA947F38A72795E1B4962C187A522FCC53D17C812AF869A01| |6FABFF109FC2B4AC232212E0BF23D622B71C166D27517EBD5C35841E840EC1A69A2| |686A36F19B646AB6EFA0332899794BD448E23CE9ABCDDC7B4B797668B25D8176AC9| |BD9091E8F31BBC02A72B10CBDA4B26A113DAEA147A5076B8F177C47F51DDCD3C1B3| |2ED21CE5AC952FA0E67B8AAB8066AF788AB92B9F81279E335741DF1A73057C41B96| |EF6CEFD91EA35C842DD27B0F13318FD02AE536C15F7A96A94CDFC934166080C8799| |11B0B9097C49B95ECEF56E63EEF05FB07587B9CBDC03BBF7412F79560DCFECD5F7A| |19D7AC07CC87C04461F835D4FC05BE4570DDF514D1CBEFAFB7076FF3E585723E2BC| |BB7CF7D4AF963DAE2DD24F7845D307F8D602FD043A54FD7F6C2C8D48B718A1EC06C| |48A0D7C6B21A6447B41ECC9C11E740B6D33F7C0F63F607407942927C2A78F6C406B| |DA646E317F82CDBF98BFC10F3E7C21A57E2D3D70A4B3971DEA6397FBC1F869F035E| |5B4F18C6D1370AC7D097BED8B5C631267EDECC0577547C2C754CAE938C3F5CF72FD| |735CFF3CF302B84C390AFA084A18757C74D6183B1F633FEBE5235FAC791B518B12B| |328718BD26B51FA2CCA9592623E05C5E28865778C149115D1541C9E8357A1F8C379| |F08AF0EEE6A1228AD7E1A4ED2A4EB56189DE721E79856EC323D7225E2F4F08FEFC0| |37385F56A| |-------------------------------------------------------------------|
  20. Hello Kinetics, Just a friendly reminder that Increase Density's status protection is still applied via single target and NOT included in the AOE. Reference: Black Scorpion - Issue 20.5 Link: http://web.archive.org/web/20120911091521/http://boards.cityofheroes.com/showthread.php?p=3659012#post3659012 Happy buffing! ;D
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