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Posted

I have a lvl 50 beam/traps corruptor. It's fun but the issue is that traps doesn't often get enough time to set up everything while teaming because teams steamrolling mobs. Works great on arch villains and monsters though.

Posted (edited)

I like the idea a lot. Like SeraphimKensai said, you will feel underpowered on teams, but possibly overpowered against GMs and AVs solo.

Whether it is worth the trade-off or not is up to you.

Edited by subbacultchas
Posted

I don't know that I'd say it can take down a GM necessarily, but it can definitely solo on its own and take down an AV. I played one back on Live for a bit and found it pretty fun, one of the few characters I didn't mind soloing because it gave a lot of freedom to do more things with the */Traps side of things. Not impossible to team with though, just get used to focusing on really just dropping Triage Beacon and Mortar at appropriate times. Doesn't really have the speed flow to keep up with a high-spec +4 mowing team, but then again all you really need in those cases is everyone just laying down cones/aoe's, which you can do plenty of with Beam anyway.

Posted

Here's mine.   Softcapped DEF to S/L/E, good recharge and a little (not great) Resists.   I've got Ribo's in Tough but you could improve that a bit with different slotting.

 

As others have said, on iTeams stuff is being steamrolled too fast for you to make good use of /Traps.  But I built this for solo'ing GM's, TF's and AV's and it's highly capable there.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

           : Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Charged Shot -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/Rchg(21), Thn-Dmg/EndRdx(29), Apc-Dam%(43)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Cutting Beam -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(29), AchHee-ResDeb%(34)
Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(37), DctWnd-Heal/Rchg(37)
Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Thn-Acc/Dmg/EndRdx(42)
Level 8: Boxing -- Empty(A)
Level 10: Acid Mortar -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Dmg/Rchg(11), Dvs-Acc/Dmg/Rchg(40), Dvs-Hold%(40)
Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Acc/Dmg/EndRdx/Rchg(42)
Level 14: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(31), HO:Ribo(31), StdPrt-ResKB(46)
Level 16: Force Field Generator -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/EndRdx(40)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19)
Level 20: Poison Trap -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), Lck-%Hold(50)
Level 22: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43), RechRdx-I(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
Level 26: Super Speed -- Clr-EndRdx(A), Clr-Stlth(27), BlsoftheZ-ResKB(27)
Level 28: Seeker Drones -- SphIns-Acc/EndRdx/Rchg(A)
Level 30: Grant Invisibility -- LucoftheG-Rchg+(A)
Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 35: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Rchg(36), Mlt-Dmg/EndRdx/Rchg(37)
Level 38: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(42)
Level 44: Summon Disruptor -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Rchg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-Dmg/EndRdx(45)
Level 47: Time Bomb -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Rchg(48)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), NmnCnv-Heal/EndRdx(46), Mrc-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 50: Ion Core Final Judgement 
Level 50: Intuition Radial Paragon 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 50: Degenerative Radial Flawless Interface 
Level 50: Arachnos Core Superior Ally 
Level 50: Melee Core Embodiment 
------------

 

 

  • 3 months later
Posted
On 9/15/2019 at 7:56 PM, Crysis said:

Here's mine.   Softcapped DEF to S/L/E, good recharge and a little (not great) Resists.   I've got Ribo's in Tough but you could improve that a bit with different slotting.

 

As others have said, on iTeams stuff is being steamrolled too fast for you to make good use of /Traps.  But I built this for solo'ing GM's, TF's and AV's and it's highly capable there.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

           : Level 50 Magic Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Charged Shot -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/Rchg(21), Thn-Dmg/EndRdx(29), Apc-Dam%(43)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Cutting Beam -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(29), AchHee-ResDeb%(34)
Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(37), DctWnd-Heal/Rchg(37)
Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Thn-Acc/Dmg/EndRdx(42)
Level 8: Boxing -- Empty(A)
Level 10: Acid Mortar -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Dmg/Rchg(11), Dvs-Acc/Dmg/Rchg(40), Dvs-Hold%(40)
Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Acc/Dmg/EndRdx/Rchg(42)
Level 14: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(31), HO:Ribo(31), StdPrt-ResKB(46)
Level 16: Force Field Generator -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/EndRdx(40)
Level 18: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19)
Level 20: Poison Trap -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), Lck-%Hold(50)
Level 22: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43), RechRdx-I(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
Level 26: Super Speed -- Clr-EndRdx(A), Clr-Stlth(27), BlsoftheZ-ResKB(27)
Level 28: Seeker Drones -- SphIns-Acc/EndRdx/Rchg(A)
Level 30: Grant Invisibility -- LucoftheG-Rchg+(A)
Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 35: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Rchg(36), Mlt-Dmg/EndRdx/Rchg(37)
Level 38: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39)
Level 41: Focused Accuracy -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(42)
Level 44: Summon Disruptor -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Rchg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-Dmg/EndRdx(45)
Level 47: Time Bomb -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Rchg(48)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), NmnCnv-Heal/EndRdx(46), Mrc-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 50: Ion Core Final Judgement 
Level 50: Intuition Radial Paragon 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 50: Degenerative Radial Flawless Interface 
Level 50: Arachnos Core Superior Ally 
Level 50: Melee Core Embodiment 
------------

 

 

I was looking at your build since I was thinking of remaking a toon I had on live and had a question about a choice you made. At lvl 30 you pick Grant Invisibility to mule a LotG. Since this build is primarily a solo build why not use Stealth to mule since you could turn that on a get a bit more overall defense and keep the sneaky aspect you're using SS for? Or is there something I've missed?

Posted

Traps is a very good set regardless of its stationary type play style. 

With High recharge you can get out doubles of many of the powers here..

Double Triage Beacon,

Double Acid Mortar

Double Poison Trap

Double to Triple Caltrops 

 

I cannot express how good a simple silly power like Caltrops is. It makes everything move. Anything moving is not attacking.

 

Another great thing about Traps it will easily get you defense capped. Which is really GREAT !

 

Here is my DP Traps builds.  Just remove DP and replace with beam. 

 

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 Science Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Traps
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(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(15)
Level 1: Web Grenade -- DblAct-Acc/Rchg(A), DblAct-Rchg/Immob(34), DblAct-Acc/EndRdx(43), DblAct-Immob/Rng(43), DblAct-Acc/Immob/Rchg(48)
Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46)
Level 4: Caltrops -- Rgn-Knock%(A)
Level 6: Kick -- Acc-I(A)
Level 8: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(15), FrcFdb-Rechg%(39)
Level 10: Swap Ammo 
Level 12: Triage Beacon -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(13), NmnCnv-Heal/EndRdx/Rchg(13), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(17), ShlBrk-Acc/Rchg(17), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/EndRdx/Rchg(42), ShlBrk-%Dam(42)
Level 18: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/Rchg(19)
Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21)
Level 22: Poison Trap -- Lck-Acc/Hold(A), Lck-Acc/Rchg(23), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(40), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(31)
Level 28: Seeker Drones -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(34), CldSns-Acc/Rchg(37), CldSns-ToHitDeb/EndRdx/Rchg(39)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), FrcFdb-Rechg%(39)
Level 35: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 41: Super Speed -- Clr-Stlth(A)
Level 44: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(45)
Level 47: Piercing Rounds -- JvlVll-Acc/Dmg(A), JvlVll-Dam/Rech(48), JvlVll-Dam/End/Rech(50)
Level 49: Charged Armor -- Ags-Psi/Status(A), GldArm-3defTpProc(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge 
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/Rchg(46)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(5)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Musculature Total Radial Revamp 
Level 10: Chemical Ammunition 
Level 10: Cryo Ammunition 
Level 10: Incendiary Ammunition 
Level 1: Quick Form 
------------

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  • Thanks 1
Posted

As others have said it takes a bit of time to get your traps into play, but with capped defense (and Seeker Drones) you can get some of that time back by leading the charge/taking he alpha, then moving on quickly as the mob is finished off.  Your traps after all work even if you are in the next mob or three away laying the next bunch.

 

Posted (edited)

I never really understood the argument that Traps are bad because you can't set them up in fast-moving teams. The only trap you should be using when fighting trash mobs is Acid Mortar, which won't take longer to use than a /Rad needs to use their toggles or a /Dark to throw Tar Patch. Then, if your team is moving that fast, you spam your AoEs to kill stuff that much faster, plus you are still providing 15%+ def and mez protection to your team just for being there.

 

Against bosses, you have more than enough time to use Poison Trap and optionally Seeker Drones. The latter two can still be used in slower/more fragile teams for the CC, defensive debuffs and alpha strike absorption. So, I don't really see the problem. I hope people are not trying to use Trip Mines in team scenarios. Especially as a Corr, you have access to more consistent damage, so leave the mines for soloing.

Edited by RabbitUp
  • Like 4
  • 1 month later
Posted (edited)

 

This is what I'm trying out. It's Beam/Traps, but inspired by the DP/Traps build above. It's +45% Def to all positions, +73% Recharge before Hasten, and a buttload of +HP and +Regen. Probably the biggest tweak is swapping out Trip Mine (which I'm not too fond of) for Lancer Shot. This gives me a nice damaging stun I can use at range, while losing an interruptible explosion that does KB. The +Recovery seems like it should be enough, but I notice on my current build (L35, not shown here) that I'm always running out of END.

 

If folks have advice on power acquisition order, build philosophy, or further tweaks, feel free to chime in!

 

Some areas that might be easily tweaked are

  • Caltrops (not sure if the Ragnarok %KD or the Overwhelming Force Dam/KD is more effective).
  • Seeker Drones (could swap out the %dam for more ToHitDebuff)
  • Poison Trap (a full set of Lockdown, Unbreakable Constraint, Gladiator's Net, or Superior Entomb all seem reasonable here).


 

Spoiler

 

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!

Grav Cannon: Level 50 Technology Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Single Shot -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Dmg/Rchg(3)
Level 1: Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(5), EnfOpr-Acc/EndRdx(5), EnfOpr-Immob/Rng(7), EnfOpr-Acc/Immob/Rchg(7), EnfOpr-Acc/Immob(9)
Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dam%(11), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(13)
Level 4: Caltrops -- Rgn-Knock%(A)
Level 6: Super Jump -- BlsoftheZ-ResKB(A)
Level 8: Disintegrate -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(17), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(19), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(21)
Level 10: Aim -- AdjTrg-ToHit/Rchg(A)
Level 12: Triage Beacon -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25)
Level 14: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(27), ShlBrk-Acc/Rchg(27), ShlBrk-DefDeb/EndRdx/Rchg(29), ShlBrk-Acc/EndRdx/Rchg(29), ShlBrk-%Dam(31)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Rct-ResDam%(37)
Level 18: Lancer Shot -- Stp-Acc/EndRdx(A), Stp-EndRdx/Stun(33), Stp-Acc/Stun/Rchg(33), Stp-Stun/Rng(33)
Level 20: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-Slow%(36)
Level 22: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dam%(37), StnoftheM-Dmg/EndRdx/Rchg(39)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39)
Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(42), GssSynFr--Build%(42)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Seeker Drones -- CldSns-%Dam(A), CldSns-Acc/ToHitDeb(43), CldSns-Acc/EndRdx/Rchg(43), CldSns-ToHitDeb/EndRdx/Rchg(43)
Level 32: Overcharge -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(45), SprScrBls-Acc/Dmg/Rchg(45), SprScrBls-Dmg/EndRdx/Rchg(45), SprScrBls-Acc/Dmg/EndRdx/Rchg(46), SprScrBls-Rchg/+End(46)
Level 35: Charged Armor -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(46)
Level 38: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(48)
Level 41: Combat Jumping -- ShlWal-ResDam/Re TP(A), ShlWal-Def(48), ShlWal-Def/EndRdx(48)
Level 44: Kick -- Dmg-I(A)
Level 47: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(50)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 1: Brawl -- Acc-I(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 -- Clr-Stlth(A)
Level 1: Scourge 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(13), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(15), PrfShf-End%(17)
------------

 

 

Edited by Rumbleweed
more comments
Posted (edited)

I dropped Triage Beacon for the medicine pool, just to have one less positional thing to setup. 

 

I wish Triage was an ally hosted PBAoE, so I could drop it on the Force Field Generator and have it follow me around.  Or on a team member or the mortar...

Edited by MrSnottyPants
  • 1 month later
Posted (edited)
On 12/20/2019 at 1:55 PM, Konran Rex said:

I was looking at your build since I was thinking of remaking a toon I had on live and had a question about a choice you made. At lvl 30 you pick Grant Invisibility to mule a LotG. Since this build is primarily a solo build why not use Stealth to mule since you could turn that on a get a bit more overall defense and keep the sneaky aspect you're using SS for? Or is there something I've missed?

Sorry it’s been awhile since you posted this but with the COVID stuff I’ve found myself with a lot of spare time.

 

The answer is you use Grant Invisibility on the Force Field Generator to keep it from drawing aggro when you run through a densely packed area.  The FFG won’t actually turn invisible to you, but it definitely picks up the Invisible -Perception and +DEF bonus (+4% or so for DEF).  You want this because if I drag its clanky butt through a room without it getting GI first, it will alert everyone in there.  Cast GI and it just bumps along with me.  You can also apply GI to the Acid Mortar if you want, but since it attacks, it will drop it.  The FFG doesn't attack so it will stay invisible for the 2 min duration.  Make sure you enable pet windows so you can keep up with when it needs re-application, although I generally only apply it when I'm trying to stealth into a spawn to setup some traps.

 

I have a different build now than what I’ve posted and it plays much better.  It has both Stealth as well as Scorp Shield and still keeps Grant Invisibility.  I've settled on this build, nearing lvl 50.  Very affordable with only a few purple singles and the two ATO Corruptor sets.  I'm still toying around with Proc's in Caltrops, Poison Trap and Acid Mortar but thus far very happy with how they are performing.  Caltrops is really amazing procc'd out and coupled with both Disintegrate mechanic and Scourge.  

 

END is a little bit of a challenge until you get Ageless.  But not too bad.

 

BEFORE Incarnate powers, DEF is at 56% S/L, 60% Energy, 47% NE and 47% Ranged.  Resists are kind of sucky but you'll up them substantially with iPowers (I went Alpha/Spiritual and Hyrid/Melee).  I also worked in Piercing Beam for the extra -RES.  Stacks very nicely with all the -RES proc's going off.

 

So far, at 47, I've downed a few AV's and GM's solo.  I only expect this to get better.  On teams, you basically just follow in the tank(ish) player, throw down Caltrops, drop an Acid Mortar and then open fire with your Beam attacks.  On harder targets, run in and drop Poison Trap.  Last power pick is Burnout, and I expect it to be highly situational.  Feel free to grab something else if you want, but it can only have the single slot.  Focused Accuracy may be OK as an alternative.  

 

Revised build....happy to hear any critique/ideas for improvements.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Science Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(29)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Cutting Beam -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(29), Ann-ResDeb%(34)
Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37)
Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Hold%(42)
Level 8: Boxing -- Empty(A)
Level 10: Acid Mortar -- AchHee-ResDeb%(A), Apc-Dam%(11), GldJvl-Dam%(40), Dvs-Hold%(40)
Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dcm-Build%(42)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), StdPrt-ResKB(31)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/EndRdx(40)
Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(45)
Level 20: Poison Trap -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(21), Lck-%Hold(50)
Level 22: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43), GssSynFr--Build%(43)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(27)
Level 28: Seeker Drones -- SphIns-Acc/EndRdx/Rchg(A)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 35: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Rchg(36), Mlt-Dmg/EndRdx/Rchg(37)
Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(43)
Level 41: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Ksm-ToHit+(46)
Level 44: Caltrops -- FrzBls-Rchg/ImmobProc(A), JvlVll-Dam%(45), ImpSwf-Dam%(45)
Level 47: Piercing Beam -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/Rchg(48), SprScrBls-Rchg/+End(48), SprScrBls-Acc/Dmg/Rchg(48), SprScrBls-Acc/Dmg(50), SprScrBls-Dmg/EndRdx/Rchg(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), Pnc-Heal/+End(46), Mrc-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(31)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 1: Quick Form 
Level 50: Spiritual Radial Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Melee Core Embodiment 
Level 50: Rikti Radial Superior Ally 
Level 50: Ion Core Final Judgement 
------------

 

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Edited by Crysis
  • 1 month later
Posted (edited)

yeah, on steamroll teams your lack of aoe and slow trap placeement makes you feel a little less useful, but the fact that your shield drone is pretty much capping everyone's defense helps, as does your little flying drones... and when you get to a hard target, the rest of the team feels like they are just tanking for you.

The only things that really suck are time bomb and triage beacon. but hey, every set needs a couple of skippable powers!

Edited by Frostweaver
Posted (edited)

@Crysis- Have you tried the new will pool?

weaken resolve's -17% res is even more stacked -res on top of piercing and achilles acid mortar... and I don't particularly care for the lack of horizontal mobility from SS, and our powers REALLY don't need burnout.

With all the -res and -regen from the two sets plus weaken resolve, I have slapped around kronos and a few monster island DE GM's pretty easily, and even smashed two of Lusca's testicles before I finally got bored.

Edited by Frostweaver
Posted
13 hours ago, Frostweaver said:

@Crysis- Have you tried the new will pool?

weaken resolve's -17% res is even more stacked -res on top of piercing and achilles acid mortar... and I don't particularly care for the lack of horizontal mobility from SS, and our powers REALLY don't need burnout.

With all the -res and -regen from the two sets plus weaken resolve, I have slapped around kronos and a few monster island DE GM's pretty easily, and even smashed two of Lusca's testicles before I finally got bored.

I've not, and honestly didn't even look at it too closely when it released.

 

I noted you mentioned this in your build over on the DP/Devices post as well.  I generally go down the Sorcery pool for 3-slotted Aegis for some really good across the board +RES goodness.  Will have to investigate it more closely obviously.  +DEF and +RES both right?

Posted

Reading through this thread reminded me of something, just a little tidbit you guys might want to know or had forgotten: Traps has always felt a bit laggy on teams.  I had a Trap Corr of some variety back on live and often ran into that "wait, I'm not set up yet, we can't leave this room!" feeling even back then.  Nature of the Traps beast - easily survived I can assure you, and worth it, Traps is great stuff.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
  • 2 months later
Posted

I am finally coming back to this thread after incarnating a few of my other characters.  I am working towards the build below, but I expect it will change significantly as I play more.  I am only level 28 right now and I feel squishy and damage doesn't seem great, so make me think I am playing it wrong.  I'm playing it like my AR/Dev or BR/Dev blasters and find that getting mezzed sucks.  As a blaster I can use my T1 and T2 powers, so being mezzed isn't an issue.  Here I don't have that luxury.  Endurance has been an issue as well.

 

I'm sure I will figure it out in time.

 

Build

  • Building for S/L/R soft-cap
  • Recharge

 

Spoiler

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!

War Veteran: Level 50 Natural Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Sorcery
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(3), SprScrBls-Acc/Dmg/Rchg(5), SprScrBls-Dmg/EndRdx/Rchg(9), SprScrBls-Acc/Dmg/EndRdx/Rchg(17), SprScrBls-Rchg/+End(31)
Level 1: Web Grenade -- TraoftheH-Dam%(A)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(25)
Level 4: Caltrops -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(25)
Level 8: Aim -- GssSynFr--Build%(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(23)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(43)
Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/ActRdx/Rchg(21), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(23)
Level 20: Triage Beacon -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 22: Poison Trap -- GhsWdwEmb-Dam%(A)
Level 24: Acid Mortar -- AchHee-ResDeb%(A), HO:Lyso(43), HO:Lyso(46)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 38: Trip Mine -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40)
Level 41: Seeker Drones -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50)
Level 49: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50), PwrTrns-+Heal(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Clarion Total Core Invocation
Level 50: Assault Radial Embodiment
------------

 

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		|4DFAFDDE|
		|-------------------------------------------------------------------|

 

  • 4 weeks later
Posted

Crysis:

 

I was wondering about these two choices, the proc you put into them.

 

Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Hold%(42)
and
Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dcm-Build%(42)

 

Now, I can see how fun it would be to perhaps hold targeta a lot, but with as often as one might be firing off Disintegrate (I mean, I do a fair amount), wouldn't it be better to have the Build-Up in there instead of Lancer?  Or do you just know you're going to sometimes skip Disintegrate for the mad pewpewpew during a good steamrolling like I sometimes do as well?

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
Posted
On 7/25/2020 at 9:56 AM, Lockpick said:

I am finally coming back to this thread after incarnating a few of my other characters.  I am working towards the build below, but I expect it will change significantly as I play more.  I am only level 28 right now and I feel squishy and damage doesn't seem great, so make me think I am playing it wrong.  I'm playing it like my AR/Dev or BR/Dev blasters and find that getting mezzed sucks.  As a blaster I can use my T1 and T2 powers, so being mezzed isn't an issue.  Here I don't have that luxury.  Endurance has been an issue as well.

 

I'm sure I will figure it out in time.

 

Build

  • Building for S/L/R soft-cap
  • Recharge

 

  Hide contents

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!

War Veteran: Level 50 Natural Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Sorcery
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(3), SprScrBls-Acc/Dmg/Rchg(5), SprScrBls-Dmg/EndRdx/Rchg(9), SprScrBls-Acc/Dmg/EndRdx/Rchg(17), SprScrBls-Rchg/+End(31)
Level 1: Web Grenade -- TraoftheH-Dam%(A)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(25)
Level 4: Caltrops -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(25)
Level 8: Aim -- GssSynFr--Build%(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(23)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(43)
Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/ActRdx/Rchg(21), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(23)
Level 20: Triage Beacon -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 22: Poison Trap -- GhsWdwEmb-Dam%(A)
Level 24: Acid Mortar -- AchHee-ResDeb%(A), HO:Lyso(43), HO:Lyso(46)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 38: Trip Mine -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40)
Level 41: Seeker Drones -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(50)
Level 49: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50), PwrTrns-+Heal(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Clarion Total Core Invocation
Level 50: Assault Radial Embodiment
------------

 

 



| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

 

 

Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(43)

 

You shouldn't really get mezzed.  Just keep the FFG up 😜

Posted

Silly me, I've started a Beam/Traps and just got Lancer the last time I played.  Considering what all options I might have for pewpewpew when the character gets more fleshed out, I think it probably does make more sense to put the BU in there instead of Disintegrate, now. 

  • Like 1

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
  • 1 month later
Posted

One tip for playing on teams, Acid Mortar has a significantly longer attack range than aggro range.  You can see this by setting it up out of aggro range, then run into a spawn while stealthed, and only then will it start launching its projectiles.  You can often use this on faster teams by setting it up PAST the spawn the team is fighting, like 1/3 of the way between that spawn and the next spawn.  Then you attack the first spawn, the Mortar only attacks that spawn, until the first spawn is dead and you turn and attack the second spawn.  At that point the mortar starts shooting at the second spawn.  That way, you get 2 spawns per mortar, and you are likely to have it recharged before hitting a third spawn.  

 

Just get used to the distances it activates at so you don't accidently aggro the second spawn before you intend to.  Also it is nice to run back to the rest of the team after setting it up if there are mezzers around, so your FF Generator will protect the other squishies from getting mezzed.  

  • Like 2
Posted

Swapped out my DP for Beam..

Needs some fixing up but defense capped.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Science Corruptor
Primary Power Set: Beam Rifle
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(15)
Level 1: Web Grenade -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(34), GrvAnc-Acc/Immob/Rchg(43), GrvAnc-Acc/Rchg(43), GrvAnc-Immob/EndRdx(48)
Level 2: Cutting Beam -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(43), SprScrBls-Acc/Dmg/Rchg(45), SprScrBls-Dmg/EndRdx/Rchg(45), SprScrBls-Acc/Dmg/EndRdx/Rchg(46)
Level 4: Caltrops -- Rgn-Knock%(A)
Level 6: Kick -- Acc-I(A)
Level 8: [Empty] -- Empty(A), Empty(9), Empty(9), Empty(11), Empty(15), Empty(39)
Level 10: Disintegrate -- Empty(A)
Level 12: Triage Beacon -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(13), NmnCnv-Heal(13), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(48)
Level 14: Tough -- StdPrt-ResDam/Def+(A)
Level 16: Acid Mortar -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(17), ShlBrk-Acc/Rchg(17), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/EndRdx/Rchg(42), ShlBrk-%Dam(42)
Level 18: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/Rchg(19)
Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), LucoftheG-Def/EndRdx(21)
Level 22: Poison Trap -- Lck-Acc/Hold(A), Lck-Acc/Rchg(23), Lck-Rchg/Hold(23), Lck-EndRdx/Rchg/Hold(40), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(31)
Level 28: Seeker Drones -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(34), CldSns-Acc/Rchg(37), CldSns-ToHitDeb/EndRdx/Rchg(39)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
Level 32: Overcharge -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(39)
Level 35: Trip Mine -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 41: Super Speed -- Clr-Stlth(A)
Level 44: Dark Consumption -- EnrMnp-Stun%(A), EnrMnp-EndMod/Rchg(45)
Level 47: Piercing Beam -- JvlVll-Acc/Dmg(A), JvlVll-Dam/Rech(48), JvlVll-Dam/End/Rech(50)
Level 49: Dark Embrace -- GldArm-3defTpProc(A), GldArm-End/Res(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge 
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/Rchg(46)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(5)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Quick Form 
Level 50: Agility Partial Core Revamp 
------------

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  • 3 weeks later
Posted
On 9/24/2020 at 5:30 PM, Scientist said:

One tip for playing on teams, Acid Mortar has a significantly longer attack range than aggro range.  You can see this by setting it up out of aggro range, then run into a spawn while stealthed, and only then will it start launching its projectiles.  You can often use this on faster teams by setting it up PAST the spawn the team is fighting, like 1/3 of the way between that spawn and the next spawn.  Then you attack the first spawn, the Mortar only attacks that spawn, until the first spawn is dead and you turn and attack the second spawn.  At that point the mortar starts shooting at the second spawn.  That way, you get 2 spawns per mortar, and you are likely to have it recharged before hitting a third spawn.  

 

Just get used to the distances it activates at so you don't accidently aggro the second spawn before you intend to.  Also it is nice to run back to the rest of the team after setting it up if there are mezzers around, so your FF Generator will protect the other squishies from getting mezzed.  

This is excellent advice and a tactic I often employed on Live 

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