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Submitted for your perusal, an AR/Traps to prep for new changes.


Apocohotep

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Haven't played many Corruptors, thought this would be a fun way to take advantage of the upcoming Assault Rifle changes and easy application of -DEF. ATO's are split because and it seems like it'd always have something fun to press.

 

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Burst

  • (A) Malice of the Corruptor - Damage/Recharge
  • (3) Malice of the Corruptor - Accuracy/Damage/Recharge
  • (3) Malice of the Corruptor - Damage/Endurance/Recharge
  • (5) Winter's Bite - Accuracy/Damage
  • (5) Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (7) Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 1: Caltrops

  • (A) Ice Mistral's Torment - Chance for Cold Damage
  • (7) Impeded Swiftness - Chance of Damage(Smashing)
  • (9) Pacing of the Turtle - Chance of -Recharge
  • (9) Bombardment - Chance for Fire Damage
  • (11) Positron's Blast - Chance of Damage(Energy)

Level 2: Buckshot

  • (A) Artillery - Accuracy/Recharge/Range
  • (13) Artillery - Accuracy/Damage
  • (15) Artillery - Damage/Endurance
  • (15) Malice of the Corruptor - Accuracy/Damage
  • (17) Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
  • (17) Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

Level 4: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Kismet - Accuracy +6%
  • (29) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: M30 Grenade

  • (A) Scourging Blast - RechargeTime/PBAoE +End
  • (23) Scourging Blast - Accuracy/Damage
  • (25) Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
  • (25) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
  • (27) Bombardment - Chance for Fire Damage
  • (27) Force Feedback - Chance for +Recharge

Level 8: Triage Beacon

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

Level 10: Acid Mortar

  • (A) Achilles' Heel - Chance for Res Debuff
  • (31) Touch of Lady Grey - Chance for Negative Damage
  • (31) Shield Breaker - Chance for Lethal Damage
  • (31) Gladiator's Javelin - Chance of Damage(Toxic)
  • (33) Shield Breaker - Accuracy/Defense Debuff
  • (33) Shield Breaker - Defense Debuff

Level 12: Sniper Rifle

  • (A) Sting of the Manticore - Chance of Damage(Toxic)
  • (33) Sting of the Manticore - Accuracy/Damage
  • (34) Sting of the Manticore - Damage/Endurance
  • (34) Sting of the Manticore - Accuracy/Interrupt/Range
  • (34) Sting of the Manticore - Damage/Interrupt/Recharge
  • (36) Force Feedback - Chance for +Recharge

Level 14: Super Speed

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Force Field Generator

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Reactive Defenses - Scaling Resist Damage
  • (36) Reactive Defenses - Defense

Level 18: Hasten

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 20: Poison Trap

  • (A) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (37) Neuronic Shutdown - Chance of Damage(Psionic)
  • (37) Gladiator's Net - Chance of Damage(Lethal)
  • (39) Lockdown - Chance for +2 Mag Hold

Level 22: Ignite

  • (A) Bombardment - Chance for Fire Damage
  • (39) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (39) Bombardment - Damage
  • (40) Scourging Blast - Damage/RechargeTime
  • (40) Scourging Blast - Accuracy/Damage/RechargeTime
  • (40) Scourging Blast - Damage/Endurance/RechargeTime

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense

Level 26: Full Auto

  • (A) Artillery - Endurance/Recharge/Range
  • (42) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Accuracy/Damage
  • (43) Frozen Blast - Accuracy/Damage
  • (43) Frozen Blast - Accuracy/Damage/Endurance
  • (45) Annihilation - Chance for Res Debuff

Level 28: Trip Mine

  • (A) Avalanche - Accuracy/Damage
  • (45) Avalanche - Damage/Endurance
  • (45) Avalanche - Accuracy/Damage/Endurance
  • (46) Obliteration - Chance for Smashing Damage
  • (46) Eradication - Chance for Energy Damage

Level 30: Tactics

  • (A) Endurance Reduction IO
  • (46) Rectified Reticle - Increased Perception

Level 32: Kick

  • (A) Empty

Level 35: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
  • (48) Gladiator's Armor - TP Protection +3% Def (All)

Level 38: Dark Embrace

  • (A) Unbreakable Guard - +Max HP
  • (50) Unbreakable Guard - Resistance
  • (50) Unbreakable Guard - Resistance/Endurance

Level 41: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense

Level 44: Assault

  • (A) Endurance Reduction IO

Level 47: Power Boost

  • (A) Recharge Reduction IO

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Scourge 


Level 1: Brawl
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Let's start with the single target rotation. I have the Defender values handy so I'll use those (it's just a damage scale difference for Corruptor):

Incinerator (no -def): 32.454 dpa

Incinerator (-def): 40.920 dpa

Burst: 32.861 dpa

Slug: 37.424 dpa

Sniper: 84.010 dpa

 

What this means is that Burst(x2), Slug, Sniper is the same dps as Incinerator (no -def), Slug, Sniper. The later rotation requires about 60% more recharge (but still below perma-Hasten recharge) but is a bit more proc'able (due to having no short recharge powers).

 

However, if your target has -def from another source - such as Acid Mortar - you get to use those Incinerator (-def) numbers and that second rotation becomes around 8% better than the first. The second rotation also has the virtue of being more 'balanced' - by which I mean that the damage/activation of your powers is much closer together. This makes your rotation more predictable when picking off strays.

 

In terms of AE (using Corruptor numbers this time) at perma-Hasten, we have:

Flamethrower: 32.196 dpa, 10.297 dps

Buckshot: 35.941 dpa, 11.900 dps

M30: 20.312 dpa, 6.139 dps

Full Auto: 52.921 dpa, 7.496 dps

 

Now, Full Auto is a lot better than it looks from those numbers because much of the time you'll be using it with Aim + Gaussian's (I'm not sure whether you skipped Aim because Mid's doesn't support it or because you purposefully decided not to take it).

 

Buckshot is also a lot better than those numbers indicate because the incredibly low recharge coupled with knockback makes it an ideal Force Feedback choice. So it's not just the best dps AE you have - it's actually about 20% better than that. It does bearing noting that unless you plan to live your life at +4, unsuppressed knockback on an AE is problematic.

 

M30 is by far the weakest AE option but there's a definite qualitative advantage to a standard AE vs. a Cone.

 

I didn't list Trip Mine because dpa/dps doesn't really reflect what it does very well. However, I'd argue that if you Aim/Gaussian's + Trip Mine + Full Auto, there isn't going to be much left to AE afterwards so taking every AE from primary isn't necessary - especially when you're slotting them for effect rather than bonuses.

 

Additional notes:

  • Caltrops. While this can definitely slot a lot of procs, it's rarely useful to do so. Not only are static patches like this poor return on value for procs, but Caltrops in particular actively discourages proc'ing by forcing enemies to flee from the area. I'd just use this for set bonuses and area control rather than try to turn it into some sort of gimpy AE.
  • Triage Beacon. I find this nearly worthless as a power so the only real benefit would be set bonuses. However, I'm not sure Preventative Medicine is worth taking an otherwise weak power and, even if it were, there are likely better options. In general, the players who benefit from regen are Tankers (who have the health pool and defenses to support it) and your Triage Beacon probably won't be anywhere near them.
  • Poison Trap. This is another "don't like it much" power. The -regen is far too short-lived to have a meaningful impact and even proc'ing it out doesn't make it a reasonable AE damage power - especially given you have Trip Mine a bit further down the tree.
  • Seeker Drones. I actually like this power quite a bit. One of the major problems with debuffs is that they consume activation time at the start of the fight. So if you've got multiple debuffs, you're probably only going to get to use one of them outside of an AV/GM fight. However, Seeker Drones are activated long before you start the fight and stay with you so they're 'free' in some sense. While the actual effect of Seeker Drones isn't particularly awe-inspiring, the fact that they can slot the excellent Cloud Senses tilts them over into the win column for me.
  • Trip Mine. This is again the unsuppressed knockback issue. Even on +4, you're probably going to throw the entire spawn in all different directions.

 

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