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Build - Archery/Traps corrupter, looking for a critique


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Posted (edited)

I was wondering if anyone could do me the kindness of critiquing my build. This is for an Archery/Traps corruptor.

 

I wanted to soft-cap my ranged defense, so I took IOs that offered those set bonuses. Whenever a power benefitted from procs, I threw in a bunch while forgoing +recharge enhancement, as I didn't want to nerf the proc chance. 

 

I haven't gotten around to putting incarnates in the build. If anyone has any suggestions, I would be open to them.

 

I took Energy mastery for the build up as well as the end discount, as I've found this to be a pretty endurance heavy build.  Build up is nice since it makes my corruptor more like a blaster. Temp Invulnerability lets me put gladiator armor, which offers the +def enhancement as well as some good set bonuses.

 

I've never used Temporal Bomb so I have no idea how it will perform, but i'm assuming it's an improvement over Time Bomb.

 

Poacher's Mark - Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────
Primary powerset: Archery Secondary powerset: Traps Pool powerset (#1): Concealment Pool powerset (#2): Speed Pool powerset (#3): Fighting Pool powerset (#4): Leaping Ancillary powerset: Energy Mastery

──────────────────────────────

Powers taken:

Level 1: Aimed Shot
A: Thunderstrike: Damage/Endurance/Recharge3: Thunderstrike: Damage/Endurance3: Thunderstrike: Accuracy/Damage5: Thunderstrike: Accuracy/Damage/Endurance5: Thunderstrike: Damage/Recharge45: Thunderstrike: Accuracy/Damage/Recharge

Level 1: Caltrops
A: Impeded Swiftness: Chance of Damage(Smashing)7: Annihilation: Chance for Res Debuff7: Ragnarok: Chance for Knockdown9: Positron's Blast: Chance of Damage(Energy)

Level 2: Fistful of Arrows
A: Artillery: Accuracy/Damage13: Artillery: Damage/Recharge13: Artillery: Accuracy/Recharge/Range15: Artillery: Endurance/Recharge/Range15: Artillery: Accuracy/Damage/Recharge17: Artillery: Damage/Endurance

Level 4: Triage Beacon
A: Panacea: Heal/Recharge17: Panacea: Endurance/Recharge19: Panacea: Heal/Endurance/Recharge19: Panacea: Heal21: Panacea: Heal/Endurance

Level 6: Blazing Arrow
A: Thunderstrike: Accuracy/Damage/Endurance21: Thunderstrike: Damage/Recharge23: Thunderstrike: Damage/Endurance23: Thunderstrike: Accuracy/Damage/Recharge25: Thunderstrike: Accuracy/Damage46: Thunderstrike: Damage/Endurance/Recharge

Level 8: Aim
A: Invention: Recharge Reduction25: Invention: Recharge Reduction

Level 10: Acid Mortar
A: Touch of Lady Grey: Chance for Negative Damage27: Gladiator's Javelin: Chance of Damage(Toxic)27: Achilles' Heel: Chance for Res Debuff29: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage29: Shield Breaker: Chance for Lethal Damage31: Apocalypse: Chance of Damage(Negative)

Level 12: Explosive Arrow
A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown31: Bombardment: Chance for Fire Damage31: Positron's Blast: Chance of Damage(Energy)33: Positron's Blast: Accuracy/Damage33: Positron's Blast: Damage/Endurance33: Positron's Blast: Damage/Recharge

Level 14: Stealth
A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 16: Force Field Generator
A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Luck of the Gambler: Defense34: Luck of the Gambler: Defense/Recharge34: Luck of the Gambler: Defense/Endurance36: Luck of the Gambler: Defense/Endurance/Recharge

Level 18: Ranged Shot
A: Gladiator's Javelin: Chance of Damage(Toxic)36: Sting of the Manticore: Chance of Damage(Toxic)36: Gladiator's Javelin: Accuracy/Damage

Level 20: Poison Trap
A: Ghost Widow's Embrace: Chance of Damage(Psionic)37: Unbreakable Constraint: Chance for Smashing Damage37: Neuronic Shutdown: Chance of Damage(Psionic)37: Gladiator's Net: Chance of Damage(Lethal)

Level 22: Infiltration
A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 24: Seeker Drones
A: Blood Mandate: Accuracy39: Blood Mandate: Damage39: Blood Mandate: Accuracy/Damage39: Blood Mandate: Damage/Endurance40: Blood Mandate: Accuracy/Endurance40: Blood Mandate: Accuracy/Damage/Endurance

Level 26: Rain of Arrows
A: Javelin Volley: Accuracy/Damage/End/Rech40: Positron's Blast: Chance of Damage(Energy)42: Bombardment: Chance for Fire Damage

Level 28: Hasten
A: Invention: Recharge Reduction42: Invention: Recharge Reduction

Level 30: Temporal Bomb
A: Superior Malice of the Corruptor: Accuracy/Damage42: Superior Malice of the Corruptor: Damage/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Recharge43: Superior Malice of the Corruptor: Damage/Endurance/Recharge43: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge

Level 32: Kick
(Empty)

Level 35: Tough
A: Steadfast Protection: Resistance/+Def 3%45: Steadfast Protection: Knockback Protection

Level 38: Power Build Up
A: Invention: Recharge Reduction45: Invention: Recharge Reduction

Level 41: Combat Jumping
A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Luck of the Gambler: Defense/Endurance

Level 44: Conserve Power
A: Invention: Recharge Reduction46: Invention: Recharge Reduction

Level 47: Temp Invulnerability
A: Gladiator's Armor: End/Resist48: Gladiator's Armor: Resistance48: Gladiator's Armor: TP Protection +3% Def (All)48: Gladiator's Armor: Recharge/Resist50: Gladiator's Armor: Recharge/Endurance50: Gladiator's Armor: Resistance/Rech/End

Level 49: Weave
A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Luck of the Gambler: Defense/Endurance


──────────────────────────────

Inherents:

Level 1: Brawl
(Empty)

Level 1: Scourge


Level 1: Sprint
(Empty)

Level 2: Rest
(Empty)

Level 1: Swift
(Empty)

Level 1: Health
A: Numina's Convalesence: +Regeneration/+Recovery9: Panacea: +Hit Points/Endurance11: Miracle: +Recovery

Level 1: Hurdle
(Empty)

Level 1: Stamina
A: Invention: Endurance Modification11: Performance Shifter: Chance for +End

Level 49: Quick Form


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Edited by the1egend1ives
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17 minutes ago, Onlyasandwich said:

I can't import chunks into the latest mids (copy/paste won't work!) Mind attaching a build file?

https://api.midsreborn.com/legacy/download?uc=1618&c=718&a=1436&f=HEX&dc=78DA75944B4F135114C7FFD399B6BC4A292D50A42DE5FD2E544D8C3B153141C1346ADC92110A4CACB49916958DCFF8195CF95CB8F2193571EB4A4D64E7177065A202AE7D8D873973E442C224EDFCEEB9FF7B5EF7CE9DBE7CB46EF5E3D42168E1F182592ECF8C176D7BB95429DAC1936665D9360B3A80FA5CD19C5DCCDB7DE5F4B4699F0F9229FE5F3873CA5C5AC8CF650EDB9B9295D8D6C491E5F9F9CC19DB2C9511C9158B85CCE4D245AB6C9DB30A5665A5C6B59C2EE5F37321178F590B8B156B69A1CE1D4DE5CD120D1A274AD66C2657BC94B767A6CD728502C4297A9A7E5742F4A7411EC70F3CA477D6800F7705EE30187820708F6118F7197E6ADBDD50BD8F68983410C017DD950470C0E74215DEF0A2AB145B53636BD0FDEE4C1DFC0241867A540904181A6030FC2217BAE2C6D091D23D4992A111ED02698618120CD72809BF9A845FAA8C4995CDD2896629372E2D19916E5D273741C58D16C490683DF84DD3D56AA46AAC7247F66058F7E02D59A2061278C1960402BADBC714B22CBE41916A5537B5F8CCDA147C7E0FBC0EA7F152E095C06B86109DBF10B6DCD0A0497367FED02BACF6332C331D880944041A18BA1065B8494E23CA6A5F448AEBC2277830C096BFA48B6E9D00478FE2027BE9C6A4CF0393CF513726785198126F5202A049D273E8D5A276A605EB1CB1171B025FE1BAEBC537B6F4E1BBC01AC32DAAA055ADA01507754FE2F575403ADD49C9B4A9DBDE26BB3D20A0512149B59D493CD63DC91386413C157826F09CC14701DAD56D6A87430F74B277AA813BDDD2939BDF649CE13D79E851253D92D2B0403379E95725FDD2CB11D9D877E46548950CC9E211810F24C9A87DCF20CBD98F625460AFC07E862CF6098C311894CC981A694C92C94A3293863B3527122761407D1CD748ED99DAC59E33D46B8AEC1ADBD76AB6DF5FA25FDFC5BEB1C34E7B7C56F36EB70E2EA706C7C9D267E0C70EADC637AF2BB9CDA7FCC42095AEA4E5FC03C9D6CD5D

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Posted (edited)

Not a bad baseline! End consumption is pretty manageable, and accuracy is pretty solid in most powers. Most of your power choices are sensible as well.

 

A little overkill on ranged defense bonuses though. not the worst thing to have a little pad, but you could edge back and juice damage with more procs in some places.

 

A few general insights:

  • Acid Mortar would benefit from additional recharge. I have tested it with various procs, and didn't find it worthwhile return. Multiple casts of the mortar stack their -res, and you can get good overlap with better recharge.
  • You haven't used the Scourging Blast ATO set. Splitting this into 2 sets of three helps you double up on recharge with little sacrifice. One of these triples would do well in Acid Mortar (all the elements but the proc that have recharge)
  • The extra recharge on Aim isn't a great return. Consider swapping one for the gaussian buildup proc.
  • I also don't find Caltrops worthwhile for procs, though some disagree. It's a very slow return. I go baseline with a set IO that includes Range/Slow plussed out. The extra range is pretty nice for flexibility in battle., as otherwise it's a bit short.
  • I wouldn't go Energy Mastery. You don't have much that really benefits from the power boost effect of power build up (FFgen and Seekers don't inherit it as they're pets), so it's basically just a really long recharge build up. You'll get better resists from Mu, and can grab Power Sink if you really want an extra end tool.
  • Extra lotg in combat jumping does almost nothing.
  • Rain of Arrows is painfully underslotted. Procs are nice to add here, but it deserves good baseline enhancement.
  • Poison trap needs accuracy to hit. The procs are nice, but you need local accuracy and preferably some recharge here as well.
  • Ranged Shot, like Rain of Arrows, needs actual enhancement beyond procs. Sting of the manticore has a really efficient 3 slot range defense bonus that would help you shift away from high investment bonuses like the 6 slot Gladiator's in Temp invuln, which isn't really doing much for you beyond the 6th bonus.
  • Seeker Drones are your main opener. I highly suggest slotting for -tohit, as they stack powerfully for it. Each Seeker pops its own 15 ft aoe of -tohit. They also eat the alpha strike. By the time things can target you, their damage and tohit is gutted. Cloud senses even offers a Ranged defense 6 slot bonus if you want to keep leaning on this power for defense bonuses.

 

There's more that I would do if building for myself (incorporate slow resist, balance things out with more procs in my ST attacks are among them), but this is where I'd start!

 

Although it is by no means 1:1, here is a recent traps defender I made. You might find some of the slotting philosophy useful for reference.

Defender (Traps - Beam Rifle).mbd

 

 

Edited by Onlyasandwich
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1 hour ago, Onlyasandwich said:

Not a bad baseline! End consumption is pretty manageable, and accuracy is pretty solid in most powers. Most of your power choices are sensible as well.

 

A little overkill on ranged defense bonuses though. not the worst thing to have a little pad, but you could edge back and juice damage with more procs in some places.

 

A few general insights:

  • Acid Mortar would benefit from additional recharge. I have tested it with various procs, and didn't find it worthwhile return. Multiple casts of the mortar stack their -res, and you can get good overlap with better recharge.
  • You haven't used the Scourging Blast ATO set. Splitting this into 2 sets of three helps you double up on recharge with little sacrifice. One of these triples would do well in Acid Mortar (all the elements but the proc that have recharge)
  • The extra recharge on Aim isn't a great return. Consider swapping one for the gaussian buildup proc.
  • I also don't find Caltrops worthwhile for procs, though some disagree. It's a very slow return. I go baseline with a set IO that includes Range/Slow plussed out. The extra range is pretty nice for flexibility in battle., as otherwise it's a bit short.
  • I wouldn't go Energy Mastery. You don't have much that really benefits from the power boost effect of power build up (FFgen and Seekers don't inherit it as they're pets), so it's basically just a really long recharge build up. You'll get better resists from Mu, and can grab Power Sink if you really want an extra end tool.
  • Extra lotg in combat jumping does almost nothing.
  • Rain of Arrows is painfully underslotted. Procs are nice to add here, but it deserves good baseline enhancement.
  • Poison trap needs accuracy to hit. The procs are nice, but you need local accuracy and preferably some recharge here as well.
  • Ranged Shot, like Rain of Arrows, needs actual enhancement beyond procs. Sting of the manticore has a really efficient 3 slot range defense bonus that would help you shift away from high investment bonuses like the 6 slot Gladiator's in Temp invuln, which isn't really doing much for you beyond the 6th bonus.
  • Seeker Drones are your main opener. I highly suggest slotting for -tohit, as they stack powerfully for it. Each Seeker pops its own 15 ft aoe of -tohit. They also eat the alpha strike. By the time things can target you, their damage and tohit is gutted. Cloud senses even offers a Ranged defense 6 slot bonus if you want to keep leaning on this power for defense bonuses.

 

There's more that I would do if building for myself (incorporate slow resist, balance things out with more procs in my ST attacks are among them), but this is where I'd start!

 

Although it is by no means 1:1, here is a recent traps defender I made. You might find some of the slotting philosophy useful for reference.

Defender (Traps - Beam Rifle).mbd 41.53 kB · 2 downloads

 

 

Doesn't adding recharge enhancements to powers that proc reduce the effectiveness of procs? That's why I avoided slotting recharge enhancements in poison trap and acid mortar. And I've always heard that acid mortar is a proc monster.

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2 minutes ago, the1egend1ives said:

Doesn't adding recharge enhancements to powers that proc reduce the effectiveness of procs

It doesn't work this way for pet powers. The power is being cast by the pet, not by you, and won't be affected.

 

Meanwhile, juicing recharge allows you to cast the pet more often.

 

This is also true of psuedopets like rain powers and persistent effect fields (poison trap is one such example).

 

If you ever aren't certain, look at the city of data entry. Look for a pet entity that is summoned.

 

Poison trap's cod page: https://cod.uberguy.net/html/power.html?power=corruptor_buff.traps.poison_trap&at=corruptor 

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12 minutes ago, Onlyasandwich said:

It doesn't work this way for pet powers. The power is being cast by the pet, not by you, and won't be affected.

 

Meanwhile, juicing recharge allows you to cast the pet more often.

 

This is also true of psuedopets like rain powers and persistent effect fields (poison trap is one such example).

 

If you ever aren't certain, look at the city of data entry. Look for a pet entity that is summoned.

 

Poison trap's cod page: https://cod.uberguy.net/html/power.html?power=corruptor_buff.traps.poison_trap&at=corruptor 

In your earlier reply you mentioned overkill in my ranged defense, but I haven't even soft-capped my ranged defense. In the build you shared, you opted for a lot of melee defense. Could you explain why?

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Posted (edited)
28 minutes ago, the1egend1ives said:

Could you explain why?

Sure!

 

With everything  accounted for,  you're at 55.68% ranged defense. I'm not sure what totals you are reviewing, but this is from the latest mids version 3.7.4 with updated database. I am set to "attacked" as well, so stealth is only showing the lower value. No bonus from Infiltration either.

 

Softcap is 45%.

 

As for my build, I was going primarily for ranged defense, and achieved it rather easily without many set bonuses, as Defenders have higher baseline values. I was then looking for fun things to do with a couple spare slots, and found I could hit melee softcap as well for a happy bonus. I wouldn't consider it an important goal, but it only took a small adjustment to my build, and I wouldn't gain any appreciable damage or other utility by dumping it as a sideline. 

 

 

 

 

Edited by Onlyasandwich
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14 hours ago, Onlyasandwich said:

Sure!

 

With everything  accounted for,  you're at 55.68% ranged defense. I'm not sure what totals you are reviewing, but this is from the latest mids version 3.7.4 with updated database. I am set to "attacked" as well, so stealth is only showing the lower value. No bonus from Infiltration either.

 

Softcap is 45%.

 

As for my build, I was going primarily for ranged defense, and achieved it rather easily without many set bonuses, as Defenders have higher baseline values. I was then looking for fun things to do with a couple spare slots, and found I could hit melee softcap as well for a happy bonus. I wouldn't consider it an important goal, but it only took a small adjustment to my build, and I wouldn't gain any appreciable damage or other utility by dumping it as a sideline. 

 

 

 

 

Wow only 45%? Ok, I should definitely pull back on my ranged defense and shore up melee and AoE. Thanks a bunch!

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