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Posted

Hello everyone

 

I recently created a corruptor DP / kinetic

I find some problems and could need some advices. 

 

1/ DP seems lack DPS, i was i nteam with a corruptor fire and another corruptor energy and I feel doing rather low damage when i see their damage output.

2/ Kinetics : you lose al efficacity if you have problems hit ennemies (often higher lvl than you in big teams).

 

did I make an error choosing DP / kin ? (i'm lvl 26 atm and slotted in crafted lvl 25 enhancements). 

 

Another question : is /trap playable ? seems too low to place when playing in grps rushing ennemies. 

Asking myself if I would not reroll in / traps or / time ?

 

Thank you for your answers / advices. 

 

Posted

To bring dp into playable damage numbers you will need to use procs for your attacks. That being said it will still be low dps compared to almost every other set. Almost.

Posted
  On 5/17/2020 at 8:45 AM, Destlin said:

To bring dp into playable damage numbers you will need to use procs for your attacks. That being said it will still be low dps compared to almost every other set. Almost.

Expand  

What do you call "procs" ?

Posted

Stuff like Touch of Lady Grey chance for negative energy damage. Parts of sets that produce a chance for damage on an attack. DP can slot a whole lot of them. If you are using mids you will be able to see that most abilities can slot 5 or 6 with dp.

Posted

DP/kin is popular because it is a very late-blooming set that synergizes extremely well in melee range. It is solid in low to medium-level, but late-game, because of the fact that nearly every attack can slot the force feedback: chance for -recharge, and hail of bullets provides +12.5 defense to all positions, it thrives in the middle of a pack of enemies where kinetics does best as well.

Add in the fact that the tier 9, hail of bullets also has a low recharge that is still long enough to trigger almost any proc several times (like armageddon: chance for fire damage) and that you can slot an ENORMOUS amount of Global recharge bonuses and procs instead of pushing for set bonuses and damage (with fulcrum shift) it becomes a tank-mage with few equals.

The problem is that that strength is extremely expensive and very late game. And it involves weird tricks like splitting up your ATO sets, AND it's pure ranged damage suffers from the lack of build-up or a sniper attack (although with fulcrum shift no one cares) making it very powerful late-game both solo and on a team.

It requires patience, however.


DP/Time is also a very powerful combo, although not as synergistic as DP/Kin. Both /time and /traps are extraordinarily useful, traps has slightly better synergies in melee since FF drone, Hail of bullets, and weave practically cap all of your defenses without help, and hail, bullet rain, and toe-boming with a trip mine are incredibly powerful and can wipe out even +4 spawns in relative safety.

I highly recommend both kinetics and traps for Dual Pistol. I think Time works well, with everything, but it synergizes better with other primaries because it doesn't benefit as much from DP's short range strength and mitigation. Traps matures and stays strong earlier than kinetics, and is better against single hard targets, but kinetics has more potential on teams and in steamroll environments and trials.

If you decide to stick with kinetics, or go with traps, I strongly suggest asking people for build help... There are tons of tricks that can make you godlike, but many of them have been hammered out over the last year by builders and may not be immediately apparent to newer builders. You don't have to use someone else's build, but feel free to steal every trick you can find and use it in your own 🙂 . That's what we are here for.

Posted

Thrown together build for DP/Kin:

  Reveal hidden contents

 

Thrown together build for DP/Traps

  Reveal hidden contents

 

Both work by running into a fight, popping off your damage buff (fulcrum shift/soul drain) and then unleashing hell with hail and something else, based on which set you are using. In steamroll teams, the kinetic is much more desireable, while soloing or hard targets (Romulus, Freedom Phalanx) really allows traps to shine.

Posted
  On 5/17/2020 at 8:43 AM, Elleriel said:

Hello everyone

 

I recently created a corruptor DP / kinetic

I find some problems and could need some advices. 

 

1/ DP seems lack DPS, i was i nteam with a corruptor fire and another corruptor energy and I feel doing rather low damage when i see their damage output.

2/ Kinetics : you lose al efficacity if you have problems hit ennemies (often higher lvl than you in big teams).

 

did I make an error choosing DP / kin ? (i'm lvl 26 atm and slotted in crafted lvl 25 enhancements). 

 

Another question : is /trap playable ? seems too low to place when playing in grps rushing ennemies. 

Asking myself if I would not reroll in / traps or / time ?

 

Thank you for your answers / advices. 

 

Expand  

You did not make an error, just wait until you get fulcrum shift and ascend into dps godhood. In terms of builds, I would do the build below, it allows you to fight in melee with hail of bullets and repel, while being very close to the ranged softcap (.6 before hail of bullets). The most important thing about this build though is that hail of bullets is fully proc'd out with damage and -res. When you have have fulcrum shift hail of bullets will hit like a runaway truck when slotted this way and the build will provided a near constant uptime of the +100% recharge FF proc. As always with my kin builds there is no travel power because siphon speed+sprint=capped movespeed. I should note that you also have good resistances along with the good defenses. +4x8 shouldn't be a problem.

 

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P.S. Shoutout to @Frostweaver, look at you recommending a build with repel slotted with FF and kb to kd. Makes me so happy. ^_^

  • Like 1
Posted
  On 5/17/2020 at 1:14 PM, Darkir said:

As always with my kin builds there is no travel power because siphon speed+sprint=capped movespeed.

Expand  

While this is true, I personally like to add Inertial Reduction to the mix so as to be able to get to high places without resorting to use of Teleport (or Fly, or...).  Inertial Reduction is just one of those deceptively USEFUL One Slot Wonder™ powers in Kinetics.

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted
  On 5/17/2020 at 1:28 PM, Redlynne said:

While this is true, I personally like to add Inertial Reduction to the mix so as to be able to get to high places without resorting to use of Teleport (or Fly, or...).  Inertial Reduction is just one of those deceptively USEFUL One Slot Wonder™ powers in Kinetics.

Expand  

Yeah, its just very difficult to take it when you are going for great defenses on a corruptor. I take it on some builds in kinetics with two slots for the 1.25% range defense and the great utility. I just couldn't find the room if I was going to have 41%+ melee defense, 44%+ ranged def, AND have a proc'd out hail of bullets. 

Posted
  On 5/17/2020 at 1:14 PM, Darkir said:

P.S. Shoutout to @Frostweaver, look at you recommending a build with repel slotted with FF and kb to kd. Makes me so happy. ^_^

Expand  

You gave me the idea. Once I tested it (on test) I was stunned at how much mitigation it really provides, even in a brutal farming environment. And on a Kin your end fluctuates but you replenish it constantly.
Gotta get a couple of accolades to make it work better, though 🙂

Posted

On the contrary, I get a lot of compliments on my DP/Kin, and he's one of my favorite characters. Build below if you're curious. It isn't 100% optimized, but it's for S/L/E Defenses softcapped and tends to shred enemies just fine once Fulcrum Shift is applied. 

 

  Reveal hidden contents

 

Posted

I can try to post a data link, but I built it in the version of Mids with the new sets. Cutting/Bleeding/Arterial Spray Edge or w/e. 

 

http://www.cohplanner.com/mids/download.php?uc=1578&c=732&a=1464&f=HEX&dc=78DA6594CB4F135114C6EF74A6140AB5AD050A940AAD94BE680175E32B243C340A248D246E49530698D8B44D5B125DBA70870A3EE20AD444051450B7FE0DBE3571E3CE8D2FD4951B63C6D3395F989A36697FA7DF79F6DCB99D3C3FDAB47DF2E290909C23D974A9343D922F16170AE57CD13695D1D45C469585108EB14249CBE673DDC3D974E69C8D14FF6EDCF499746E4E9D498E2EA4B3D329AD54CE674B5ED33BBC303B9B1CD7726A59CB94843D95CF67935305559D7118E6096D6EBEACE5E69CC6B709353DA3164BF35AA191BDD98ADB3756D03249B3E4643AA3D247A9AC162FB4D12CFDF40EB9045EBA55DC250C2A2271075C610EAE826BE03AF3B95495FB4D36B4BAAFE017666C07FCCCECFBCE7C41B992A814D085D4C1F582B420D9A8A94B729CB57E3042735AD9A747C9B6A1AF2DAA18FEFA30D8CBB48798D10833D6C37C45351A248BD1A3017DEDE811A6BA8DA8DB586F35B4261B2833C30A686546EB98120DE440AEE326F7DA73035C62BA9699FDD7C0EB4C99729DF8DDCE03BC1F979704BF22E234931B75DD5B1CBF77135C67366F800F99E147CC3754C2C3B9C2D3CDBFD14DBD5AB897A5A56290D6DA0CBA980AC57811E3454C1B62DA10B31812A21D73B51FB7185AC731F030B3F3087894D97B89F9964AF83097EF236B1EEAE9E79E56FF3DD6F6DD071F806BCCC03AB3678399A01D756196AEA7BCBFEE27E026B8C50C6C838F99EFA86710B9C145AEB7FF0A7815BC8C7ECBE012F33DE58624BBB1A7109EA5DEF8FF7C4931119C6D24C05AF4139F4F814688B34F8E63CF7DD8731FF69CF82B8CE7C042FB496267C91421A888D71432006D00B53B95DD3B59B92ABA2EC663BB8A1EABF10ED4288335CAC11AE5508D72AAA248C67DD6276ABC294508098AE4E3491BE8D464CCB5634772C59F60FF4F53B348013E2DE52C9ED0D344BAF13FAAF3229CF7AB3AEF376FDA728B4FCCF28BBFAFD095B2A2F76A957DDB6DFECBFC69A550D8F351D3FEE031EDA116D3DEA8D29F054DFB1F45DEFCB4

Posted (edited)

This is not my build but a rework from Darkir on my build. 

Personally think its the best DP/Kin build around as it lets you stay in the fight.. We went back and forth and we squeaked this out. I honestly don't think anyone can do better..

Again credit to Darkir

The Melee and Range defense cap is really nice.

 

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

Click this DataLink to open the build!

Level 50 Natural Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11)
Level 2: Empty Clips -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(7), SprScrBls-Acc/Dmg/Rchg(15), FrcFdb-Rechg%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Swap Ammo 
Level 8: Bullet Rain -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(25), SprScrBls-Rchg/+End(25), FrcFdb-Rechg%(27)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Boxing -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(17), TchofDth-Dmg/Rchg(27), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Dam%(43)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(17), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), GldArm-3defTpProc(31)
Level 16: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(23)
Level 20: Speed Boost -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46)
Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(43)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(37), GssSynFr--ToHit/Rchg/EndRdx(37), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(39), GssSynFr--Build%(39)
Level 26: Piercing Rounds -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(31), SprMlcoft-Acc/Dmg/Rchg(40), SprMlcoft-Dmg/EndRdx/Rchg(40), SprMlcoft-Acc/Dmg/EndRdx/Rchg(42), SprMlcoft-Rchg/Dmg%(42)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Hail of Bullets -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(36), FrcFdb-Rechg%(36)
Level 35: Transference -- EndMod-I(A)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-EndRdx/Rchg(45), StdPrt-ResDam/Def+(46)
Level 44: Increase Density -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(50)
Level 47: Repel -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(48)
Level 49: Inertial Reduction -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(50)
Level 1: Brawl -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(50)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13)
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
Level 50: Agility Core Paragon 
Level 0: Marshal 
Level 0: Invader 
Level 0: High Pain Threshold 
Level 0: Born In Battle 
Level 1: Quick Form 
------------

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

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