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Posted (edited)

I would like some help with my build. I do alot of teamplay, mostly lots of random team mishes and iTrials. I noticed I've been having end issues. I only got to 30% res to smash and lethal. Inf isn't an issue at all. My hero is a shark merfolk and I would like to keep it on theme with Leviathan Mastery.

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

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Level 50 Magic Corruptor
Primary Power Set: Water Blast
Secondary Power Set: Cold Domination
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Aqua Bolt

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

Level 1: Infrigidate

  • (A) Ice Mistral's Torment - Chance for Cold Damage
  • (7) Impeded Swiftness - Chance of Damage(Smashing)
  • (9) Touch of Lady Grey - Chance for Negative Damage
  • (9) Shield Breaker - Chance for Lethal Damage
  • (11) Achilles' Heel - Chance for Res Debuff

Level 2: Hydro Blast

  • (A) Apocalypse - Damage
  • (11) Apocalypse - Damage/Recharge
  • (13) Apocalypse - Damage/Recharge/Accuracy
  • (13) Apocalypse - Recharge/Accuracy
  • (15) Apocalypse - Damage/Endurance
  • (15) Apocalypse - Chance of Damage(Negative)

Level 4: Fly

  • (A) Hypersonic - Flying

Level 6: Water Burst

  • (A) Ragnarok - Damage
  • (17) Ragnarok - Damage/Recharge
  • (17) Ragnarok - Damage/Recharge/Accuracy
  • (19) Ragnarok - Recharge/Accuracy
  • (19) Ragnarok - Damage/Endurance
  • (21) Ice Mistral's Torment - Chance for Cold Damage

Level 8: Whirlpool

  • (A) Bombardment - Accuracy/Recharge/Endurance
  • (21) Bombardment - Damage/Recharge
  • (23) Bombardment - Accuracy/Damage/Recharge
  • (23) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (25) Bombardment - Chance for Fire Damage
  • (25) Shield Breaker - Chance for Lethal Damage

Level 10: Ice Shield

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

Level 12: Glacial Shield

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

Level 14: Hover

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

Level 16: Dehydrate

  • (A) Devastation - Accuracy/Damage
  • (27) Devastation - Damage/Endurance
  • (29) Devastation - Damage/Recharge
  • (29) Devastation - Chance of Hold
  • (31) Numina's Convalesence - Heal
  • (31) Numina's Convalesence - +Regeneration/+Recovery

Level 18: Water Jet

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

Level 20: Arctic Fog

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

Level 22: Maneuvers

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

Level 24: Tactics

  • (A) To Hit Buff IO

Level 26: Benumb

  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO

Level 28: Geyser

  • (A) Overwhelming Force - Accuracy/Damage
  • (34) Overwhelming Force - Endurance/Recharge
  • (36) Overwhelming Force - Accuracy/Damage/Endurance
  • (36) Overwhelming Force - Damage/Endurance/Recharge
  • (36) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (37) Ice Mistral's Torment - Chance for Cold Damage

Level 30: Sleet

  • (A) Bombardment - Damage
  • (37) Bombardment - Damage/Recharge
  • (37) Bombardment - Accuracy/Damage/Recharge
  • (46) Bombardment - Chance for Fire Damage

Level 32: Heat Loss

  • (A) Power Transfer - EndMod
  • (39) Power Transfer - Damage/Recharge
  • (39) Power Transfer - Damage/EndMod
  • (39) Power Transfer - Damage/Accuracy/Endurance
  • (40) Power Transfer - Damage/Accuracy/Recharge/Endurance
  • (40) Power Transfer - Chance to Heal Self

Level 35: School of Sharks

  • (A) Gravitational Anchor - Immobilize
  • (40) Gravitational Anchor - Immobilize/Recharge
  • (42) Gravitational Anchor - Immobilize/Recharge/Accuracy
  • (42) Gravitational Anchor - Immobilize/Endurance
  • (42) Gravitational Anchor - Chance for Hold
  • (43) Trap of the Hunter - Chance of Damage(Lethal)

Level 38: Shark Skin

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Impervium Armor - Psionic Resistance
  • (43) Gladiator's Armor - TP Protection +3% Def (All)

Level 41: Spirit Shark Jaws

  • (A) Unbreakable Constraint - Hold
  • (45) Unbreakable Constraint - Hold/Recharge
  • (45) Unbreakable Constraint - Hold/Recharge/Accuracy
  • (45) Unbreakable Constraint - Hold/Endurance
  • (46) Unbreakable Constraint - Chance for Smashing Damage
  • (46) Gladiator's Net - Chance of Damage(Lethal)

Level 44: Summon Coralax

  • (A) Soulbound Allegiance - Damage/Recharge

Level 47: Frostwork

  • (A) Preventive Medicine - Heal
  • (48) Preventive Medicine - Heal/Endurance
  • (48) Preventive Medicine - Endurance/RechargeTime
  • (48) Preventive Medicine - Heal/RechargeTime
  • (50) Preventive Medicine - Heal/RechargeTime/Endurance
  • (50) Preventive Medicine - Chance for +Absorb

Level 49: Hasten

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 1: Scourge


Level 1: Brawl

 

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Edited by Queen Marella
Posted

I'm a newer player so my suggestions may not be best.

The simplest solution without touching your build is Ageless Core Incarnate. It's the solution to many an end-hungry build.

On mobile and not able to really open mids, but there is room for end optimizations in the enhancement choices. For example, changing the to-hit IO in tactics with a Gaussian To-hit/end IO would decrease the upkeep cost for a slight decrease in to-hit bonus. The same can be applied to your other toggle skills with upkeep costs. Arctic Fog for example has quite a bit of an upkeep cost, iirc, and could benefit from more slots and enhancements that decrease the endurance cost.

Aside from that, make heavy use of heatloss, and carry blue inspirations, I guess.

 

  • Thanks 1
Posted (edited)

Adam's advice is solid enough to help.  Currently I'm also on my mobile phone but:

  1. Higher recharge for Heat Loss.  Ideally close to 90 sec cooldown.  The +recovery portion of HL is a 90 sec duration.  You may be fairly close I can't tell but guessing you've got a fairly high global buff but HL itself could use more.  In the extreme you could literally just drop two 50+5 recharge IOs in there and improve things enough to make life much easier.  The number of mobs you get the buff off is as important if not more so than the endmod derived from a given mob.
  2. Make enhancing the Endred aspect of powers a higher priority.  Arctic Fog, Tactics, Maneuvers, Sleet, Shark Skin, Infrigidate all totally lack any endurance reduction slotted within the powers.  And those are either always on toggles or frequently used powers.  You don't necessarily need to drop endred in all of them but start with Sleet perhaps.  With high global recharge Sleet burns a LOT of endurance (as in ~1.00 end/sec or worse -> roughly 18.2 end every 20 seconds).  Attacks/click debuffs will burn your end harder in general than toggles especially on high recharge builds.  Sleet, for instance, is likely as costly if not moreso than running both Arctic Fog and Tactics without endurance reduction slotted as you push it's use towards once every 15 seconds or better.  Infrigidate could be even worse if used as part of your attack chain more than once every 10 seconds.  It's 10.2 end gone every time you use Infrigidate.
  3. Both the Survival amplifier and the base empowerment buff for Increased Recovery can also help.  Both can be very helpful if running exemplar particularly pre-Heat Loss
Edited by Doomguide2005
Emphasizing just how much endurance Sleet is costing to use every time it's up.
  • Thanks 1
Posted

I don't like this slotting:

 

Level 16: Dehydrate

  • (A) Devastation - Accuracy/Damage
  • (27) Devastation - Damage/Endurance
  • (29) Devastation - Damage/Recharge
  • (29) Devastation - Chance of Hold
  • (31) Numina's Convalesence - Heal
  • (31) Numina's Convalesence - +Regeneration/+Recovery

First: Those two Numina's pieces are better in Health... the regen bonus(es) from the set nicely play with what Health will do with slotting (less so for a Corruptor than a Tank/Brute, but if more regen is what you want...)

 

I slot Dehydrate with 3xJavelin Volley (boosted) and 3xTouch of the Nictus. I don't find it to be a great %proc power, but I do keep the %Negative in it.

 

You probably want the Miracle +Recovery piece, as well as the Performance Shifter %+End, Panacea %+HP/%+End and an EndMod piece in Stamina (to boost recovery)

 

I also try to slot sets that will give Endurance reductions, global Endurance Discounts, +MaxEnd, or all of them. Annihilation is good choice.

 

You should probably experiment with your toggles, and figure out which ones you rely on that could take some Endurance reduction.

 

I also encourage you to experiment by not using Hasten. Hasten has an endurance cost, and it causes you to use more endurance (if casting).

  • Thanks 1
Posted (edited)

     The Numina's special is better off in an auto or even a toggle primarily because it is a proc 120 meaning it provides its buff for 120 seconds after it was last used in a click power.  Even though I've never played Water Blast I would imagine it's safe to say it'll get used at least once every two minutes while actively running content therefore from that standpoint is a fine if unusual placement.  Likewise afaik there's no mechanical difference between placing it in Dehydrate vs Health other than you have to use the click power to trigger the proc whereas it's always functional in an auto (or toggle once running) without the player doing anything.  Is there something I'm missing?

 

Edit:  And, of course, the special does nothing to enhance the Heal aspect of Dehydrate which is probably the biggest issue with the placement.  But from that standpoint might be saving a slot if the player is happy with the healing provided vs placing a slot for it in Health.

Edited by Doomguide2005
  • Thanks 1
Posted

Ok, closer to my builds... here is how I have my Blaster slotted (regarding the current discussion on healing sets and Endurance pieces).

 

Level 12:              Dehydrate         

 (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50

 (*) Touch of the Nictus - Chance for Negative Energy Damage: Level 50

 (*) Touch of the Nictus - Accuracy/Healing: Level 50

 (*) Gladiator's Javelin - Accuracy/Damage: Level 50+5

 (*) Gladiator's Javelin - Damage/Recharge: Level 50

 (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50

 

 

 

Level 2: Health  

 (A) Panacea - +Hit Points/Endurance: Level 50

 (*) Miracle - +Recovery: Level 40

 

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 (*) Synapse’s Shock – EndMod/Increased Run speed: Level 50

 

Preventive Medicine is slotted (6-pieces) in the level 20 secondary sustain. Prior to level 50, I had the Theft of Essence %+End in Dehydrate.  As I mentioned in another thread on endurance management, I also lean into set bonuses to grant +MaxEnd, Global endurance discounts, and prefer more Recovery than more Regeneration (on every AT except Tankers). This character has absolutely no endurance issues (without Incarnates) unless something goes very wrong with enemies which drain endurance. I'm tempted to pull one slot from one of these powers, but I don't really have a great place in the build to use an extra slot.. it would basically just be used for %damage in some already fast-charging power.

  • Thumbs Up 2
Posted

I'm an oldtimer that is still getting used to Homecoming, and I pieced my build together from a handful of different posts so take this with a few grains of salt.

 

I was looking, and your end regen is better than mine.  I went with dark for my epic, but almost never use Dark Consumption for  end.  I could easily swap to leviathan and just eat more blues.

 

I think the difference between our builds is that my Hasten has about 10sec downtime and that my heatloss has a 101sec recharge while yours is at 141sec.  If the team can group 4+ mobs for you to hit with Heatloss, it seems to carry well.

 

I also have Performance Shifter: chance for +End in stamina instead of your chance to heal.

 

There is a real chance that I might not nuke enough leading to not feeling as much of an end issue.  I'll attach my build on the chance it helps.

SF Water_Cold_Corr.mxd

  • Thanks 1

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