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Posted

Hi,

 

i'm not sure if i'm just missing something this setup is great in a group but it seems anything past level 10 it reallty stuggles if i try and run anything on my own with it whilst my SG is offline.

 

I get that primarily you've built it with endgame in mind, but i'd appreciate any tips you may have for getting it there.

Posted

Firstly, really interesting and amazing build well played.

 

Levelling up a Water/Time (Geyser is sick) - not much experience with Time as my mains used to be Kin and Cold Corrs. What powers do you like from Time/see as staple? I noticed you took Time's Juncture - maybe more useful at 50 when you have all the +Def/Res?

 

Slowed Response also looks great but you only have 1 slot in it?

 

Lastly Rune of Protection - how much do you like it? I imagine good for soloing but with perma-Clarion could probably slot the procs you're using in it into Dark Embrace and take Vengeance? I guess I would be looking at teaming 95% so it's just personal preference for Veng etc.

 

 

Posted

Hi,

 

i'm not sure if i'm just missing something this setup is great in a group but it seems anything past level 10 it reallty stuggles if i try and run anything on my own with it whilst my SG is offline.

 

I get that primarily you've built it with endgame in mind, but i'd appreciate any tips you may have for getting it there.

 

First tip is to buy/combine for purple inspirations, they have good synergy with time's juncture and Farsight early on. Second tip is to get all the early endurance tools you can. Miracle and Panacea procs in Health, endurance mods and Performance Shifter proc in Stamina, endurance reduction on Time's Juncture, ATO proc on Fireball.

 

Firstly, really interesting and amazing build well played.

 

Levelling up a Water/Time (Geyser is sick) - not much experience with Time as my mains used to be Kin and Cold Corrs. What powers do you like from Time/see as staple? I noticed you took Time's Juncture - maybe more useful at 50 when you have all the +Def/Res?

 

Time's Juncture is incredibly powerful early since you'll be fighting mobs that don't resist debuffs all that much.

 

Slowed Response also looks great but you only have 1 slot in it?

 

Since Slowed Response doesn't stack from the same caster, slotting it for recharge isn't very useful since our build has enough recharge to keep it perma. Achilles' Heel proc has a better chance at activating the less recharge you have on your power, so there's even more incentive there to keep it just with one slot. The only issue is accuracy, but thanks to our ToHit from Farsight and our accuracy bonuses from IO sets that's not a problem. Before you reach that level, feel free to slot it a bit more.

 

Lastly Rune of Protection - how much do you like it? I imagine good for soloing but with perma-Clarion could probably slot the procs you're using in it into Dark Embrace and take Vengeance? I guess I would be looking at teaming 95% so it's just personal preference for Veng etc.

 

This build doesn't perma-clarion since it uses the +special version of Clarion which lasts for 90 seconds (but 120 for farsight). And even if you go for the non-special version, you'd have fairly minimal CC protection for the most of the buff. If you time Rune of Protection well you could have solid CC protection for the majority of the time.

Posted

i like being a scientist so i refined the build more to my liking.  rearranged some slots/sets and changed out flares to fire blast (my preference) and also rain of fire to fire breath (again my preference).  also the fire breath 6th slot is a floater really but i find the range bonus on it really helps to actually hit multiple enemies.  i just dont like rain of fire and fire breath allows me to actually kill a pack inbetween inferno/judgement cooldown.  biggest change is the zephyr set in flight and the superior avalanche over obliteration on dark consumption.  also just as a general thing i guess i just dont prefer stealthing missions with superspeed (or as a travel power over flight) but having a soft stealth to reduce aggro range on sprint is good enough for me.  i just find it problematic turning time juncture on and off.

 

++slightly higher defenses/resists  (roughly .5% defense and 5%++ resists specifically to fire/cold)

++floater slot available (used for +range in fire breath, you may enjoy putting the gladiator -res back into soul drain instead)

++faster flight power

++aim added in with gaussian build up proc for more damage (dont need recharge on it because there is so much global recharge in the build)

++slightly higher status resistances (4% ish as well as some speed protection)

--slightly lower max HP (20 hp)

--slightly higher end consumption (.04/s)

--slightly less accuracy (really doesnt matter)

--slightly less damage (3%)

--superior avalanche is quite a bit more expensive instead of obliteration

 

as a general note, even with the upcoming snipe changes... i think the manticore set is still better than the new one and i dont see a need to mess around with farsight... theres really no useful/outstanding set bonus with 2-3 defense slots.  the "best" you could do otherwise is do luck of the gambler 3set for the extra 12 HP and sacrifice the to-hit bonus.  so may as well keep the hamidon stuff as "best" although it would realistically never be useful given the massive accuracy of attacks in general on top of having a strong to-hit buff even without the hamidon stuff, but in the fringe scenario where you get bombarded with -hit debuffs... you would still be good.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

NeverDead: Level 50 Magic Corruptor

Primary Power Set: Fire Blast

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

Power Pool: Speed

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Dark Mastery

 

Hero Profile:

Level 1: Fire Blast

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Endurance
  • (3) Apocalypse - Chance of Damage(Negative)
  • (5) Apocalypse - Accuracy/Damage/Recharge
  • (5) Apocalypse - Accuracy/Recharge

Level 1: Time Crawl

  • (A) Tempered Readiness - Accuracy/Endurance

Level 2: Fire Ball

  • (A) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
  • (7) Superior Scourging Blast - Damage/Endurance/RechargeTime
  • (7) Superior Scourging Blast - RechargeTime/PBAoE +End
  • (9) Superior Scourging Blast - Accuracy/Damage/RechargeTime
  • (9) Superior Scourging Blast - Damage/RechargeTime
  • (11) Superior Scourging Blast - Accuracy/Damage

Level 4: Time's Juncture

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (17) Dark Watcher's Despair - Recharge/Endurance

Level 6: Temporal Mending

  • (A) Preventive Medicine - Chance for +Absorb
  • (17) Preventive Medicine - Heal/RechargeTime/Endurance
  • (19) Preventive Medicine - Heal/RechargeTime
  • (19) Preventive Medicine - Endurance/RechargeTime
  • (21) Preventive Medicine - Heal/Endurance
  • (21) Preventive Medicine - Heal

Level 8: Spirit Ward

  • (A) Healing IO

Level 10: Hasten

  • (A) Recharge Reduction IO

Level 12: Aim

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 14: Fire Breath

  • (A) Ragnarok - Damage
  • (23) Ragnarok - Damage/Recharge
  • (23) Ragnarok - Accuracy/Damage/Recharge
  • (25) Ragnarok - Accuracy/Recharge
  • (25) Ragnarok - Damage/Endurance
  • (27) Range IO

Level 16: Distortion Field

  • (A) Slow IO

Level 18: Blaze

  • (A) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
  • (27) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (29) Superior Malice of the Corruptor - Accuracy/Damage
  • (29) Superior Malice of the Corruptor - Damage/Recharge
  • (31) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
  • (31) Superior Malice of the Corruptor - Damage/Endurance/Recharge

Level 20: Assault

  • (A) Endurance Reduction IO

Level 22: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed

Level 24: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 26: Blazing Bolt

  • (A) Sting of the Manticore - Chance of Damage(Toxic)
  • (33) Sting of the Manticore - Damage/Endurance
  • (33) Sting of the Manticore - Damage/Endurance/Recharge
  • (34) Sting of the Manticore - Accuracy/Damage
  • (34) Sting of the Manticore - Damage/Interrupt/Recharge

Level 28: Farsight

  • (A) Luck of the Gambler - Recharge Speed
  • (34) HamiO:Membrane Exposure
  • (36) HamiO:Membrane Exposure

Level 30: Rune of Protection

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) Unbreakable Guard - +Max HP
  • (36) Unbreakable Guard - Endurance/RechargeTime
  • (37) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (37) Unbreakable Guard - RechargeTime/Resistance

Level 32: Inferno

  • (A) Obliteration - Chance for Smashing Damage
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage

Level 35: Slowed Response

  • (A) Achilles' Heel - Chance for Res Debuff

Level 38: Chrono Shift

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (40) Numina's Convalesence - Heal/Endurance
  • (40) Numina's Convalesence - Heal/Endurance/Recharge
  • (42) Numina's Convalesence - Heal/Recharge
  • (42) Numina's Convalesence - Endurance/Recharge
  • (42) Numina's Convalesence - Heal

Level 41: Dark Consumption

  • (A) Superior Avalanche - Accuracy/Damage/Endurance
  • (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Superior Avalanche - Accuracy/Damage
  • (45) Superior Avalanche - Recharge/Chance for Knockdown

Level 44: Dark Embrace

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (45) Aegis - Resistance/Recharge
  • (45) Aegis - Psionic/Status Resistance
  • (46) Aegis - Resistance/Endurance
  • (46) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Endurance/Recharge

Level 47: Soul Drain

  • (A) Armageddon - Chance for Fire Damage
  • (48) Armageddon - Accuracy/Damage/Recharge
  • (48) Armageddon - Damage/Recharge
  • (48) Armageddon - Accuracy/Recharge
  • (50) Armageddon - Damage/Endurance

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (50) Reactive Defenses - Scaling Resist Damage
  • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

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) Unbounded Leap - +Stealth

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery
  • (11) Panacea - +Hit Points/Endurance

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod/Accuracy

Level 0: High Pain Threshold

Level 0: Invader

Level 0: Born In Battle

Level 0: Marshal

Level 50: Clarion Radial Epiphany

Level 50: Support Core Embodiment

Level 50: Cimeroran Core Superior Ally

Level 50: Void Radial Final Judgement

Level 50: Reactive Radial Flawless Interface

Level 50: Agility Core Paragon

------------

 

 

 

 

Posted

i like being a scientist so i refined the build more to my liking.  rearranged some slots/sets and changed out flares to fire blast (my preference) and also rain of fire to fire breath (again my preference).  also the fire breath 6th slot is a floater really but i find the range bonus on it really helps to actually hit multiple enemies.  i just dont like rain of fire and fire breath allows me to actually kill a pack inbetween inferno/judgement cooldown.  biggest change is the zephyr set in flight and the superior avalanche over obliteration on dark consumption.  also just as a general thing i guess i just dont prefer stealthing missions with superspeed (or as a travel power over flight) but having a soft stealth to reduce aggro range on sprint is good enough for me.  i just find it problematic turning time juncture on and off.

 

++slightly higher defenses/resists  (roughly .5% defense and 5%++ resists specifically to fire/cold)

++floater slot available (used for +range in fire breath, you may enjoy putting the gladiator -res back into soul drain instead)

++faster flight power

++aim added in with gaussian build up proc for more damage (dont need recharge on it because there is so much global recharge in the build)

++slightly higher status resistances (4% ish as well as some speed protection)

--slightly lower max HP (20 hp)

--slightly higher end consumption (.04/s)

--slightly less accuracy (really doesnt matter)

--slightly less damage (3%)

--superior avalanche is quite a bit more expensive instead of obliteration

 

as a general note, even with the upcoming snipe changes... i think the manticore set is still better than the new one and i dont see a need to mess around with farsight... theres really no useful/outstanding set bonus with 2-3 defense slots.  the "best" you could do otherwise is do luck of the gambler 3set for the extra 12 HP and sacrifice the to-hit bonus.  so may as well keep the hamidon stuff as "best" although it would realistically never be useful given the massive accuracy of attacks in general on top of having a strong to-hit buff even without the hamidon stuff, but in the fringe scenario where you get bombarded with -hit debuffs... you would still be good.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

NeverDead: Level 50 Magic Corruptor

Primary Power Set: Fire Blast

Secondary Power Set: Time Manipulation

Power Pool: Sorcery

Power Pool: Speed

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Dark Mastery

 

Hero Profile:

Level 1: Fire Blast

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Endurance
  • (3) Apocalypse - Chance of Damage(Negative)
  • (5) Apocalypse - Accuracy/Damage/Recharge
  • (5) Apocalypse - Accuracy/Recharge

Level 1: Time Crawl

  • (A) Tempered Readiness - Accuracy/Endurance

Level 2: Fire Ball

  • (A) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
  • (7) Superior Scourging Blast - Damage/Endurance/RechargeTime
  • (7) Superior Scourging Blast - RechargeTime/PBAoE +End
  • (9) Superior Scourging Blast - Accuracy/Damage/RechargeTime
  • (9) Superior Scourging Blast - Damage/RechargeTime
  • (11) Superior Scourging Blast - Accuracy/Damage

Level 4: Time's Juncture

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (15) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (17) Dark Watcher's Despair - Recharge/Endurance

Level 6: Temporal Mending

  • (A) Preventive Medicine - Chance for +Absorb
  • (17) Preventive Medicine - Heal/RechargeTime/Endurance
  • (19) Preventive Medicine - Heal/RechargeTime
  • (19) Preventive Medicine - Endurance/RechargeTime
  • (21) Preventive Medicine - Heal/Endurance
  • (21) Preventive Medicine - Heal

Level 8: Spirit Ward

  • (A) Healing IO

Level 10: Hasten

  • (A) Recharge Reduction IO

Level 12: Aim

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 14: Fire Breath

  • (A) Ragnarok - Damage
  • (23) Ragnarok - Damage/Recharge
  • (23) Ragnarok - Accuracy/Damage/Recharge
  • (25) Ragnarok - Accuracy/Recharge
  • (25) Ragnarok - Damage/Endurance
  • (27) Range IO

Level 16: Distortion Field

  • (A) Slow IO

Level 18: Blaze

  • (A) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage
  • (27) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (29) Superior Malice of the Corruptor - Accuracy/Damage
  • (29) Superior Malice of the Corruptor - Damage/Recharge
  • (31) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
  • (31) Superior Malice of the Corruptor - Damage/Endurance/Recharge

Level 20: Assault

  • (A) Endurance Reduction IO

Level 22: Maneuvers

  • (A) Luck of the Gambler - Recharge Speed

Level 24: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 26: Blazing Bolt

  • (A) Sting of the Manticore - Chance of Damage(Toxic)
  • (33) Sting of the Manticore - Damage/Endurance
  • (33) Sting of the Manticore - Damage/Endurance/Recharge
  • (34) Sting of the Manticore - Accuracy/Damage
  • (34) Sting of the Manticore - Damage/Interrupt/Recharge

Level 28: Farsight

  • (A) Luck of the Gambler - Recharge Speed
  • (34) HamiO:Membrane Exposure
  • (36) HamiO:Membrane Exposure

Level 30: Rune of Protection

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) Unbreakable Guard - +Max HP
  • (36) Unbreakable Guard - Endurance/RechargeTime
  • (37) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (37) Unbreakable Guard - RechargeTime/Resistance

Level 32: Inferno

  • (A) Obliteration - Chance for Smashing Damage
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage

Level 35: Slowed Response

  • (A) Achilles' Heel - Chance for Res Debuff

Level 38: Chrono Shift

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (40) Numina's Convalesence - Heal/Endurance
  • (40) Numina's Convalesence - Heal/Endurance/Recharge
  • (42) Numina's Convalesence - Heal/Recharge
  • (42) Numina's Convalesence - Endurance/Recharge
  • (42) Numina's Convalesence - Heal

Level 41: Dark Consumption

  • (A) Superior Avalanche - Accuracy/Damage/Endurance
  • (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Superior Avalanche - Accuracy/Damage
  • (45) Superior Avalanche - Recharge/Chance for Knockdown

Level 44: Dark Embrace

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (45) Aegis - Resistance/Recharge
  • (45) Aegis - Psionic/Status Resistance
  • (46) Aegis - Resistance/Endurance
  • (46) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Endurance/Recharge

Level 47: Soul Drain

  • (A) Armageddon - Chance for Fire Damage
  • (48) Armageddon - Accuracy/Damage/Recharge
  • (48) Armageddon - Damage/Recharge
  • (48) Armageddon - Accuracy/Recharge
  • (50) Armageddon - Damage/Endurance

Level 49: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (50) Reactive Defenses - Scaling Resist Damage
  • (50) Shield Wall - +Res (Teleportation), +5% Res (All)

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) Unbounded Leap - +Stealth

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Miracle - +Recovery
  • (11) Panacea - +Hit Points/Endurance

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod/Accuracy

Level 0: High Pain Threshold

Level 0: Invader

Level 0: Born In Battle

Level 0: Marshal

Level 50: Clarion Radial Epiphany

Level 50: Support Core Embodiment

Level 50: Cimeroran Core Superior Ally

Level 50: Void Radial Final Judgement

Level 50: Reactive Radial Flawless Interface

Level 50: Agility Core Paragon

------------

 

 

What upcoming snipe changes?

Posted
What upcoming snipe changes?

 

Go look at the Homecoming Beta board. Based on comments and datamining on the 22% To-Hit triggering insta-Snipe, they were looking at changing Snipes to have different stats in and out of combat. Out of combat, they were the stock 'slow snipe', with a higher base damage; in combat, they would be 'fast snipes', with the damage a Snipe has now, but have their max range cut to 80m. Once you either attack or are attacked, you are 'in combat', forcing the reduced-range fast snipe until you have spent 15 seconds neither attacking nor being attacked. Along with this was a new Snipe-specific enhancement set, the sixth piece of which functionally put you in permanent fast-snipe (and nerfed range) mode.

 

After considerable pushback on the proposal, the changes are being revised. Snipes will retain their full range throughout, and the in/out of combat timer is being reduced. Several proposals on how To-Hit will affect snipes are being kicked around, as are revisions to the new sniper enhancement set. It's not easy to describe;you should read the thread in the beta board.

Posted

I'm just hoping whatever they land on has -tohit helping snipes since my 2 50s I got first (Fire/time corrupter and a /martial assault dominator) both have Permanent +22% to-hit from stuff they want up all the time anyway (Farsight, envenomed blades) -- I get that the ones that cant dont like being forced into tactics/kismet though.

 

Posted

What upcoming snipe changes?

 

Go look at the Homecoming Beta board. Based on comments and datamining on the 22% To-Hit triggering insta-Snipe, they were looking at changing Snipes to have different stats in and out of combat. Out of combat, they were the stock 'slow snipe', with a higher base damage; in combat, they would be 'fast snipes', with the damage a Snipe has now, but have their max range cut to 80m. Once you either attack or are attacked, you are 'in combat', forcing the reduced-range fast snipe until you have spent 15 seconds neither attacking nor being attacked. Along with this was a new Snipe-specific enhancement set, the sixth piece of which functionally put you in permanent fast-snipe (and nerfed range) mode.

 

After considerable pushback on the proposal, the changes are being revised. Snipes will retain their full range throughout, and the in/out of combat timer is being reduced. Several proposals on how To-Hit will affect snipes are being kicked around, as are revisions to the new sniper enhancement set. It's not easy to describe;you should read the thread in the beta board.

 

beta changes are as follows:

-out of combat (10 second timer of not being attacked) will always have the slow interruptable snipe but it will have a noteworthy damage boost

-in combat will always have instant snipes regardless.

-there will be a new PvP sniper IO set.  the special IO will guarantee always having instant snipes (so the out of combat snipe will be instant as well, but no damage boost).

-base cooldown increased from 12 seconds to 15 seconds

 

basically the way the build plays it will just make instant snipe more consistent and achievable much sooner.  final loadout and playstyle fundamentally wont change.  soul drain being a PBAoE for your big damage boost really leans away from getting a "big opener" slow snipe on a single target anyways.  maybe while leveling up the big opener could be useful, but even the reliance on time juncture during early levels as your defense... i would always lean more towards just jumping ontop of them as an opener (that way more of the incoming attacks have severely reduced accuracy).  so end result is that you get instant snipe immediately and in a final loadout you dont particularly need to worry about the hamidon enhancements, nor do you need to worry about timing clarion + farsight together during the first 30 seconds of clarion (although it would still be best to do so for maximum defense boost)... and we will lose about 1 second of recharge on snipe after all is said and done.

 

I'm just hoping whatever they land on has -tohit helping snipes since my 2 50s I got first (Fire/time corrupter and a /martial assault dominator) both have Permanent +22% to-hit from stuff they want up all the time anyway (Farsight, envenomed blades) -- I get that the ones that cant dont like being forced into tactics/kismet though.

 

i understand the concern that basically the build "comes together" and there is no real compensation for the indirect nerf compared to other ATs as well as the to-hit boosts feel like a waste now.  but, at least on the /time corrupter side, i dont feel like it was really a DECIDING factor for choosing /time.  it was more like a bonus.  /time was and still is already amazing and really only rivaled by /kinetics and /radiation.  and further it just speaks volumes for how to-hit as a stat is just bad and needed a gimmick surrounding it to be worth considering valuable.  or maybe the abundance of accuracy in IO sets and availability of kismet just overshadows the need for it at all.  for other ATs, i dont have much of an informed opinion (lack the experience/knowledge).  I will say it will definitely also buff scrappers... which i find humorous.

 

also im going to back to rain of fire.  breath of fire pretty much *only* feels good during the first 30 seconds of clarion range boost.  its otherwise to narrow and requires too much in and out for a build that leans on a PBAoE debuff aura.  i would definitely note that using rain of fire without distortion field feel awful 90% of the time (so i need to remember to use that together always... as i leveled to 50 off the original build with no distortion field).  together though it is quite nice.  i still prefer fire blast over flares though.

Posted

I had a similar character on Live that went with /Mace but I must say this dude is a power house lol. I tweaked a couple things like taking a slot from Maneuvers & slotting it in Rain of Fire for the Annihilation -res proc.

Posted

Hi, I've decided to give this build a try.

As I understand builds presented here are end game ready.

But what about leveling enhancements?

I didn't play 'proper' corruptor build before and I'm wondering if I should just deck myself with 3x dmg 1x acc 1x - end Inventions of are there better options from lv27?

Azaneal - WB/Bio Sentinel

Azaniel - Fire/Time Corruptor

Anemia - SJ/WP Scapper

Nefrisa - Arch/DM Corruptor

Posted

Hi, author. So as it stands I'm actually in the market for a Corr build, though the level 50 in waiting right now is a Rad/Nuclear powerset. I wanted to ask, if I were to swap the powers obviously for radiation, do you think I could still achieve close to the same results as this build? Or just not worth it/not close enough with the difference?

Posted

Are you asking me to compare this build to a Rad/Rad/Dark Corr? Less DPS, less tank, more debuffs pretty much.

 

That is actually pretty much right on the money--sorry for not being clear. Thank you for your input!

Posted

Hi,

 

I'm new to corr generally and Time specifically so bear with me regarding my newb questions.

 

The OP explained the general rotation as follows:

 

Typical engagement is to go into a pack and pop this off in priority for AoE: Soul Drain > Inferno > Fire Ball > Rain of Fire (Slowed Response when needed)

 

Then this attack chain for AV fights: Blaze - Blazing Bolt - Blaze - Fire Ball - Flares (Slowed Response when available)

 

Thus, despite our ranged abilities, we're in the fray (i.e., melee range) to benefit from Soul Drain and Inferno. Is this true for lvling as well?

 

In terms of our time abilities, I would appreciate all guidance on when to use the various powers. I assume we always toggle  Time's Juncture both as a debuff and protection against melee mobs. Correct?

 

Do we open with distortion field for the general slow/hold, jump into melee, pop Farsight for the +hit, +def, then hit chrono shift to buff ourselves and our melee allies? Are we popping Rune of Protection now as well?

 

On the fire side, when do you use Blazing Bolt - is it mostly an AV power?

 

What else am I missing or would be helpful to know?

 

Thanks for all help and advice.

Posted

Thus, despite our ranged abilities, we're in the fray (i.e., melee range) to benefit from Soul Drain and Inferno. Is this true for lvling as well?

Yes. If you start taking too much damage from AoE's aimed at the tank, back up a bit but keep mobs in your Time's Juncture.

 

In terms of our time abilities, I would appreciate all guidance on when to use the various powers. I assume we always toggle  Time's Juncture both as a debuff and protection against melee mobs. Correct?

Yes.

 

Do we open with distortion field for the general slow/hold, jump into melee, pop Farsight for the +hit, +def, then hit chrono shift to buff ourselves and our melee allies? Are we popping Rune of Protection now as well?

Farsight and Chrono Shift should ideally be used when moving to the mob, when you have downtime. Rune of Protection should be popped before you engage a mob. Distortion Field should be used in tandem with Rain of Fire.

 

On the fire side, when do you use Blazing Bolt - is it mostly an AV power?

Not at all, it's useful against all mobs seeing as it's an instasnipe.

 

What else am I missing or would be helpful to know?

 

Thanks for all help and advice.

Just relax and enjoy the ride!

Posted

You wanna be a bit heavier on endurance slotting when leveling this build, but I wouldn't worry about it too much.

 

Thank you for info, but I have one more question - again about leveling ;)

In your first post you wrote about choosing Tactics if my build is incomplete - could you give me a little tip how many enh slots is optimal in this power?

Azaneal - WB/Bio Sentinel

Azaniel - Fire/Time Corruptor

Anemia - SJ/WP Scapper

Nefrisa - Arch/DM Corruptor

Posted

You wanna be a bit heavier on endurance slotting when leveling this build, but I wouldn't worry about it too much.

 

Thank you for info, but I have one more question - again about leveling ;)

In your first post you wrote about choosing Tactics if my build is incomplete - could you give me a little tip how many enh slots is optimal in this power?

 

At least one ToHit SO in Tactics or Farsight to reach 22%, which is what you need to make Blazing Bolt activate instantly.

Posted

I know it's not fire, but I find fire to be so boring at 50+ so I've opt'd for archery on the build. Tested it out on the test server and found I was able to solo a 54 fire farm.

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

I imagine that the demons or chimera or soldier farm would be the same, seeing as how I have more s/l on the build than f/c.

Until the world goes cold, nothing will keep me from this throne, I'll fight.

Posted

Hi! I'm a little new to the game, so pardon if this is supposed to be obvious/missed it somewhere.

 

But why choose Corrupter over Blaster? Insofar as I've been able to gather, there doesn't seem to be much difference between them - except the 'AT passive'. I have a lv50 dark/dark corr and Scourge has been pretty damn lackluster so far.

 

And, is there any way I could do something similar to this with dark/dark corr?

Posted

Was there a specific design reason behind choosing void judgement? I think maybe ion with its massive target cap might fit better for farming?

 

The massive damage debuff, -50% damage for 30 seconds. Good for tanking and supporting.

 

Hi! I'm a little new to the game, so pardon if this is supposed to be obvious/missed it somewhere.

 

But why choose Corrupter over Blaster? Insofar as I've been able to gather, there doesn't seem to be much difference between them - except the 'AT passive'. I have a lv50 dark/dark corr and Scourge has been pretty damn lackluster so far.

 

And, is there any way I could do something similar to this with dark/dark corr?

 

Blaster's secondary powers (Time Manipulation vs. Temporal Manipulation) are very different, focused on increasing your damage output instead of team support(and some support buffs you as well, especially on Time). Blaster also doesn't have access to perma Soul Drain from an ancillary power pool (like Dark Mastery), and on a high recharge build you have more than enough good attacks on a Corruptor.

 

Dark/Dark corr has a very different playstyle from Fire/Time, "stand back and blast/support" as opposed to "stand in the pack and blast/tank/support". It can work, but it wouldn't be my preferred playstyle. Also wouldn't reach the same performance for clear speed, since Dark Miasma requires more active debuffing and Dark Blast doesn't get nutty attacks like Fire Ball and Blaze.

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