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Dark/Kin proc-tastic stunner


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Rework #3 for me this week! Bringing out all my dusty toons and giving them the old 2024 work-over. 

 

I've never been quite happy with previous iterations of my Kin/Dark. For a while I ran a variation on @Darkir's kintank back when Rune was affected by global recharge, but of course later nerfs brought that down to earth.

 

I like the idea of Repel, but ultimately I think stun stacking is a hard strategy to ignore with Dark Blast.

 

I'd love any perspective on how I can inch closer to glory!

 

Goals:

  • Stun stacking mayhem (achieved simply through Dark Pit/Oppressive Gloom - nothing revolutionary here).
  • Max hit chance against +3's. I'm actually a bit above, but the pad is nice.
  • Ranged softcap with Unleash enabled. The idea is for the steroid to pull me out of a pickle very reliably.
  • Maximize Slow resist and proc damage. (90% slow resist now - good!)
  • Any extra recharge I can come by easily while pursuing the above.
  • S/L resists, with any others I can reasonably stack with no wasted effort.

 

Concerns and desired improvements:

  • It would be nice to find another 4% melee defense so I softcap this with Unleash up as well.
  • It feels weird not to take advantage of splitting the ATO set for double dip 10% recharge. However, it doesn't suit my proc damage and slow resist goals. Do you see a better path that leverages these bonuses well? I don't think the +end ATO proc is much needed.
  • Is Transference Ok slotted as such you think? In the past, I've disliked leaning on it too much for end. I think 66 end a pop with the global recharge running should be sufficient, as I'm not pursuing a sapping strategy.
  • Do I even need the second Provocation in Fulcrum? My god are these expensive. As much as I'm willing to spend on a build, they do push it a bit.
  • Capped S/L resist would be nice. I know I have the slots to achieve it, but it would eat into my slow resists or the bit of melee defense stacking I've done. Maybe worth scrapping the halfway melee stacking and focus those slots on S/L resist? I can always do the old "2 celerity in each prestige sprint" strat, though it doesn't feel good to me for some reason. 

 

Strategy:

 

Engage with Dark Pit, dive in to stack stun with OG, fulcrum, pop back to hit my cones for damage and to secure runners. Sprinkle Nuke as it's available. The immob proc in Night Fall is intentional - just a little extra stacking fun to keep bosses in place too when I'm lucky. 

 

Mega -tohit (even from Dark Pit - hooray procs) smooths things out in normal play, with stuns keeping me afloat. The big weakness is mez of course, but should be able to get on well for the most part. Unleash is there to stabilize me whenever needed. If I can even just survive till my Nuke is ready, it should be able to shut down any remaining problems through damage/major debuff.

 

What do you think? Anything you'd do quite differently yourself? Any optimizations you see towards my goals above? Alternate version below as well. Which one do you like best?

 

Corruptor (Dark Blast - Kinetics).mbd

 

Text:

Spoiler

Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Dark Blast
  • Secondary powerset: Kinetics
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Dark Mastery

──────────────────────────────

Powers taken:

Level 1: Gloom

  • A: Superior Malice of the Corruptor: Accuracy/Damage
  • 40: Superior Malice of the Corruptor: Damage/Recharge
  • 40: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 40: Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage

Level 1: Transfusion

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 37: Touch of the Nictus: Healing/Absorb
  • 39: Touch of the Nictus: Chance for Negative Energy Damage
  • 45: Preventive Medicine: Heal
  • 45: Preventive Medicine: Chance for +Absorb

Level 2: Moonbeam

  • A: Sting of the Manticore: Accuracy/Damage
  • 3: Sting of the Manticore: Damage/Endurance
  • 3: Sting of the Manticore: Chance of Damage(Toxic)
  • 5: Gladiator's Javelin: Chance of Damage(Toxic)
  • 5: Apocalypse: Chance of Damage(Negative)
  • 36: Cloud Senses: Chance for Negative Energy Damage

Level 4: Siphon Power

  • A: Invention: Accuracy

Level 6: Dark Pit

  • A: Absolute Amazement: Stun
  • 7: Absolute Amazement: Stun/Recharge/Accuracy
  • 7: Absolute Amazement: Recharge/Accuracy
  • 36: Absolute Amazement: Stun/Endurance
  • 36: Absolute Amazement: Chance for ToHit Debuff

Level 8: Tenebrous Tentacles

  • A: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 9: Superior Frozen Blast: Damage/Endurance
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 34: Bombardment: Chance for Fire Damage
  • 37: Cloud Senses: Chance for Negative Energy Damage
  • 37: Trap of the Hunter: Chance of Damage(Lethal)

Level 10: Siphon Speed

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 11: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 29: Ice Mistral's Torment: Chance for Cold Damage
  • 42: Ice Mistral's Torment: Endurance/Slow
  • 43: Ice Mistral's Torment: Damage/Slow

Level 12: Night Fall

  • A: Superior Frozen Blast: Accuracy/Damage
  • 13: Superior Frozen Blast: Recharge/Chance for Immobilize
  • 13: Positron's Blast: Chance of Damage(Energy)
  • 17: Bombardment: Chance for Fire Damage
  • 19: Javelin Volley: Chance of Damage(Lethal)
  • 21: Cloud Senses: Chance for Negative Energy Damage

Level 14: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 15: Kismet: Accuracy +6%
  • 15: Winter's Gift: Slow Resistance (20%)

Level 16: Hasten

  • A: Invention: Recharge Reduction
  • 17: Invention: Recharge Reduction

Level 18: Mighty Leap

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 19: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 20: Speed Boost

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

Level 22: Life Drain

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 23: Touch of the Nictus: Healing/Absorb
  • 23: Touch of the Nictus: Chance for Negative Energy Damage
  • 25: Apocalypse: Damage
  • 25: Gladiator's Javelin: Chance of Damage(Toxic)
  • 34: Cloud Senses: Chance for Negative Energy Damage

Level 24: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 26: Blackstar

  • A: Armageddon: Damage/Recharge
  • 27: Armageddon: Damage/Recharge/Accuracy
  • 27: Armageddon: Recharge/Accuracy
  • 29: Armageddon: Damage/Endurance
  • 31: Armageddon: Chance for Fire Damage
  • 31: Eradication: Chance for Energy Damage

Level 28: Transference

  • A: Efficacy Adaptor: EndMod/Accuracy

Level 30: Fulcrum Shift

  • A: D-Sync Provocation
  • 31: D-Sync Provocation

Level 32: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge
  • 33: Shield Wall: Defense/Endurance/Recharge
  • 33: Shield Wall: Endurance/Recharge
  • 34: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 46: Shield Wall: Defense/Recharge

Level 35: Oppressive Gloom

  • A: Endoplasm Exposure

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 39: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: +Max HP
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 41: Increase Density

  • A: Gladiator's Armor: TP Protection +3% Def (All)

Level 44: Kick

  • A: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 48: Superior Blistering Cold: Accuracy/Damage/Recharge

Level 47: Tough

  • A: Unbreakable Guard: Resistance
  • 48: Unbreakable Guard: Resistance/Endurance
  • A: Unbreakable Guard: RechargeTime/Resistance
  • A: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 49: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Reactive Defenses: Defense
  • 50: Reactive Defenses: Defense/Endurance
  • 50: Reactive Defenses: Scaling Resist Damage


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • A: Superior Blistering Cold: Accuracy/Damage
  • 46: Superior Blistering Cold: Damage/Endurance

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 45: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod

Level 49: Quick Form


Level 18: Takeoff


 

Picture:

Spoiler

image.thumb.png.135da501650de06463cab41de670ac0f.png

Chunk:

Spoiler

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Alternate build I'm considering that swaps Night Fall for Torrent.

 

Noteworthy differences:

  • Torrent, even at damage cap, still has roughly the same DPA as Night Fall. This allows for smoother bopping back and forth between melee and cone range. Also, it makes a great initial engage, blunting return file while the stuns have a chance to stack. FFback juices my nuke and unleash as well.
  • I went all in for the last mile on melee softcap with Unleash up. I lost a little local recharge in my Nuke, as well as the juicy 10% global, but the FFback helps here. Lost a damage proc in the nuke, but the KD proc isn't useless here either.
  • Had to retool some other slotting to help make up for global acc lost, but actually end up a bit ahead on S/L resist.
  • Lost 15% slow resist. Would love to pull a slot to get it back (maybe you see a good candidate!), but 75% is still solid.

 

Corruptor (Dark Blast - Kinetics) melee version.mbd

Text:

Spoiler

Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Dark Blast
  • Secondary powerset: Kinetics
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Dark Mastery

──────────────────────────────

Powers taken:

Level 1: Gloom

  • A: Superior Malice of the Corruptor: Accuracy/Damage
  • 40: Superior Malice of the Corruptor: Damage/Recharge
  • 40: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 40: Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage

Level 1: Transfusion

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 37: Touch of the Nictus: Healing/Absorb
  • 39: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb

Level 2: Moonbeam

  • A: Sting of the Manticore: Accuracy/Damage
  • 3: Sting of the Manticore: Damage/Endurance
  • 3: Sting of the Manticore: Chance of Damage(Toxic)
  • 5: Gladiator's Javelin: Chance of Damage(Toxic)
  • 5: Apocalypse: Chance of Damage(Negative)
  • 36: Cloud Senses: Chance for Negative Energy Damage

Level 4: Siphon Power

  • A: Invention: Accuracy

Level 6: Dark Pit

  • A: Absolute Amazement: Stun
  • 7: Absolute Amazement: Stun/Recharge/Accuracy
  • 7: Absolute Amazement: Recharge/Accuracy
  • 36: Absolute Amazement: Stun/Endurance
  • 36: Absolute Amazement: Chance for ToHit Debuff

Level 8: Tenebrous Tentacles

  • A: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 9: Superior Frozen Blast: Accuracy/Damage
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 34: Bombardment: Chance for Fire Damage
  • 37: Cloud Senses: Chance for Negative Energy Damage
  • 37: Trap of the Hunter: Chance of Damage(Lethal)

Level 10: Siphon Speed

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 11: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 29: Ice Mistral's Torment: Chance for Cold Damage
  • 42: Ice Mistral's Torment: Endurance/Slow
  • 43: Ice Mistral's Torment: Damage/Slow

Level 12: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 13: Kismet: Accuracy +6%
  • 13: Winter's Gift: Slow Resistance (20%)
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 48: Reactive Defenses: Scaling Resist Damage

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

Level 16: Mighty Leap

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 17: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 18: Torrent

  • A: Positron's Blast: Accuracy/Damage/Endurance
  • 19: Positron's Blast: Chance of Damage(Energy)
  • A: Bombardment: Chance for Fire Damage
  • A: Cloud Senses: Chance for Negative Energy Damage
  • 19: Sudden Acceleration: Knockback to Knockdown
  • 21: Force Feedback: Chance for +Recharge

Level 20: Speed Boost

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

Level 22: Life Drain

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 23: Touch of the Nictus: Healing/Absorb
  • 23: Touch of the Nictus: Chance for Negative Energy Damage
  • 25: Apocalypse: Damage
  • 25: Gladiator's Javelin: Chance of Damage(Toxic)
  • 34: Cloud Senses: Chance for Negative Energy Damage

Level 24: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 26: Blackstar

  • A: Superior Avalanche: Damage/Endurance
  • 27: Superior Avalanche: Accuracy/Damage/Endurance
  • 27: Superior Avalanche: Accuracy/Damage/Recharge
  • 29: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Avalanche: Recharge/Chance for Knockdown
  • 31: Armageddon: Chance for Fire Damage

Level 28: Transference

  • A: Efficacy Adaptor: EndMod/Accuracy

Level 30: Fulcrum Shift

  • A: D-Sync Provocation

Level 32: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge
  • 33: Luck of the Gambler: Endurance/Recharge
  • 33: Luck of the Gambler: Defense/Endurance/Recharge
  • 34: Luck of the Gambler: Defense
  • 46: Red Fortune: Defense/Recharge

Level 35: Oppressive Gloom

  • A: Endoplasm Exposure

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 39: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: +Max HP
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 41: Increase Density

  • A: Gladiator's Armor: TP Protection +3% Def (All)

Level 44: Kick

  • (Empty)

Level 47: Tough

  • A: Unbreakable Guard: Resistance
  • 48: Unbreakable Guard: Resistance/Endurance
  • A: Unbreakable Guard: RechargeTime/Resistance
  • A: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 49: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Luck of the Gambler: Defense/Endurance
  • 50: Luck of the Gambler: Defense
  • 50: Luck of the Gambler: Defense/Endurance/Recharge
  • 51: Luck of the Gambler: Endurance/Recharge


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • A: Superior Blistering Cold: Accuracy/Damage
  • 46: Superior Blistering Cold: Damage/Endurance

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 45: Miracle: +Recovery
  • 45: Preventive Medicine: Chance for +Absorb

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod

Level 49: Quick Form


Level 18: Takeoff


 

Picture:

Spoiler

image.thumb.png.7c316b39b6669675f5bf964a61cf0eb1.png

Chunk:

Spoiler

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Edited by Onlyasandwich
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  • 4 weeks later
On 6/9/2024 at 9:42 PM, Onlyasandwich said:

Rework #3 for me this week! Bringing out all my dusty toons and giving them the old 2024 work-over. 

 

I've never been quite happy with previous iterations of my Kin/Dark. For a while I ran a variation on @Darkir's kintank back when Rune was affected by global recharge, but of course later nerfs brought that down to earth.

 

I like the idea of Repel, but ultimately I think stun stacking is a hard strategy to ignore with Dark Blast.

 

I'd love any perspective on how I can inch closer to glory!

 

Goals:

  • Stun stacking mayhem (achieved simply through Dark Pit/Oppressive Gloom - nothing revolutionary here).
  • Max hit chance against +3's. I'm actually a bit above, but the pad is nice.
  • Ranged softcap with Unleash enabled. The idea is for the steroid to pull me out of a pickle very reliably.
  • Maximize Slow resist and proc damage. (90% slow resist now - good!)
  • Any extra recharge I can come by easily while pursuing the above.
  • S/L resists, with any others I can reasonably stack with no wasted effort.

 

Concerns and desired improvements:

  • It would be nice to find another 4% melee defense so I softcap this with Unleash up as well.
  • It feels weird not to take advantage of splitting the ATO set for double dip 10% recharge. However, it doesn't suit my proc damage and slow resist goals. Do you see a better path that leverages these bonuses well? I don't think the +end ATO proc is much needed.
  • Is Transference Ok slotted as such you think? In the past, I've disliked leaning on it too much for end. I think 66 end a pop with the global recharge running should be sufficient, as I'm not pursuing a sapping strategy.
  • Do I even need the second Provocation in Fulcrum? My god are these expensive. As much as I'm willing to spend on a build, they do push it a bit.
  • Capped S/L resist would be nice. I know I have the slots to achieve it, but it would eat into my slow resists or the bit of melee defense stacking I've done. Maybe worth scrapping the halfway melee stacking and focus those slots on S/L resist? I can always do the old "2 celerity in each prestige sprint" strat, though it doesn't feel good to me for some reason. 

 

Strategy:

 

Engage with Dark Pit, dive in to stack stun with OG, fulcrum, pop back to hit my cones for damage and to secure runners. Sprinkle Nuke as it's available. The immob proc in Night Fall is intentional - just a little extra stacking fun to keep bosses in place too when I'm lucky. 

 

Mega -tohit (even from Dark Pit - hooray procs) smooths things out in normal play, with stuns keeping me afloat. The big weakness is mez of course, but should be able to get on well for the most part. Unleash is there to stabilize me whenever needed. If I can even just survive till my Nuke is ready, it should be able to shut down any remaining problems through damage/major debuff.

 

What do you think? Anything you'd do quite differently yourself? Any optimizations you see towards my goals above? Alternate version below as well. Which one do you like best?

 

Corruptor (Dark Blast - Kinetics).mbd 41.45 kB · 29 downloads

 

Text:

  Reveal hidden contents

Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Dark Blast
  • Secondary powerset: Kinetics
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Dark Mastery

──────────────────────────────

Powers taken:

Level 1: Gloom

  • A: Superior Malice of the Corruptor: Accuracy/Damage
  • 40: Superior Malice of the Corruptor: Damage/Recharge
  • 40: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 40: Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage

Level 1: Transfusion

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 37: Touch of the Nictus: Healing/Absorb
  • 39: Touch of the Nictus: Chance for Negative Energy Damage
  • 45: Preventive Medicine: Heal
  • 45: Preventive Medicine: Chance for +Absorb

Level 2: Moonbeam

  • A: Sting of the Manticore: Accuracy/Damage
  • 3: Sting of the Manticore: Damage/Endurance
  • 3: Sting of the Manticore: Chance of Damage(Toxic)
  • 5: Gladiator's Javelin: Chance of Damage(Toxic)
  • 5: Apocalypse: Chance of Damage(Negative)
  • 36: Cloud Senses: Chance for Negative Energy Damage

Level 4: Siphon Power

  • A: Invention: Accuracy

Level 6: Dark Pit

  • A: Absolute Amazement: Stun
  • 7: Absolute Amazement: Stun/Recharge/Accuracy
  • 7: Absolute Amazement: Recharge/Accuracy
  • 36: Absolute Amazement: Stun/Endurance
  • 36: Absolute Amazement: Chance for ToHit Debuff

Level 8: Tenebrous Tentacles

  • A: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 9: Superior Frozen Blast: Damage/Endurance
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 34: Bombardment: Chance for Fire Damage
  • 37: Cloud Senses: Chance for Negative Energy Damage
  • 37: Trap of the Hunter: Chance of Damage(Lethal)

Level 10: Siphon Speed

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 11: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 29: Ice Mistral's Torment: Chance for Cold Damage
  • 42: Ice Mistral's Torment: Endurance/Slow
  • 43: Ice Mistral's Torment: Damage/Slow

Level 12: Night Fall

  • A: Superior Frozen Blast: Accuracy/Damage
  • 13: Superior Frozen Blast: Recharge/Chance for Immobilize
  • 13: Positron's Blast: Chance of Damage(Energy)
  • 17: Bombardment: Chance for Fire Damage
  • 19: Javelin Volley: Chance of Damage(Lethal)
  • 21: Cloud Senses: Chance for Negative Energy Damage

Level 14: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 15: Kismet: Accuracy +6%
  • 15: Winter's Gift: Slow Resistance (20%)

Level 16: Hasten

  • A: Invention: Recharge Reduction
  • 17: Invention: Recharge Reduction

Level 18: Mighty Leap

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 19: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 20: Speed Boost

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

Level 22: Life Drain

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 23: Touch of the Nictus: Healing/Absorb
  • 23: Touch of the Nictus: Chance for Negative Energy Damage
  • 25: Apocalypse: Damage
  • 25: Gladiator's Javelin: Chance of Damage(Toxic)
  • 34: Cloud Senses: Chance for Negative Energy Damage

Level 24: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 26: Blackstar

  • A: Armageddon: Damage/Recharge
  • 27: Armageddon: Damage/Recharge/Accuracy
  • 27: Armageddon: Recharge/Accuracy
  • 29: Armageddon: Damage/Endurance
  • 31: Armageddon: Chance for Fire Damage
  • 31: Eradication: Chance for Energy Damage

Level 28: Transference

  • A: Efficacy Adaptor: EndMod/Accuracy

Level 30: Fulcrum Shift

  • A: D-Sync Provocation
  • 31: D-Sync Provocation

Level 32: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge
  • 33: Shield Wall: Defense/Endurance/Recharge
  • 33: Shield Wall: Endurance/Recharge
  • 34: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 46: Shield Wall: Defense/Recharge

Level 35: Oppressive Gloom

  • A: Endoplasm Exposure

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 39: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: +Max HP
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 41: Increase Density

  • A: Gladiator's Armor: TP Protection +3% Def (All)

Level 44: Kick

  • A: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 48: Superior Blistering Cold: Accuracy/Damage/Recharge

Level 47: Tough

  • A: Unbreakable Guard: Resistance
  • 48: Unbreakable Guard: Resistance/Endurance
  • A: Unbreakable Guard: RechargeTime/Resistance
  • A: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 49: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Reactive Defenses: Defense
  • 50: Reactive Defenses: Defense/Endurance
  • 50: Reactive Defenses: Scaling Resist Damage


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • A: Superior Blistering Cold: Accuracy/Damage
  • 46: Superior Blistering Cold: Damage/Endurance

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 45: Miracle: +Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod

Level 49: Quick Form


Level 18: Takeoff


 

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Alternate build I'm considering that swaps Night Fall for Torrent.

 

Noteworthy differences:

  • Torrent, even at damage cap, still has roughly the same DPA as Night Fall. This allows for smoother bopping back and forth between melee and cone range. Also, it makes a great initial engage, blunting return file while the stuns have a chance to stack. FFback juices my nuke and unleash as well.
  • I went all in for the last mile on melee softcap with Unleash up. I lost a little local recharge in my Nuke, as well as the juicy 10% global, but the FFback helps here. Lost a damage proc in the nuke, but the KD proc isn't useless here either.
  • Had to retool some other slotting to help make up for global acc lost, but actually end up a bit ahead on S/L resist.
  • Lost 15% slow resist. Would love to pull a slot to get it back (maybe you see a good candidate!), but 75% is still solid.

 

Corruptor (Dark Blast - Kinetics) melee version.mbd 41.46 kB · 27 downloads

Text:

  Reveal hidden contents

Villain Corruptor
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────

  • Primary powerset: Dark Blast
  • Secondary powerset: Kinetics
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Force of Will
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Dark Mastery

──────────────────────────────

Powers taken:

Level 1: Gloom

  • A: Superior Malice of the Corruptor: Accuracy/Damage
  • 40: Superior Malice of the Corruptor: Damage/Recharge
  • 40: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 40: Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 42: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage

Level 1: Transfusion

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 37: Touch of the Nictus: Healing/Absorb
  • 39: Touch of the Nictus: Accuracy/Endurance/Healing/Absorb

Level 2: Moonbeam

  • A: Sting of the Manticore: Accuracy/Damage
  • 3: Sting of the Manticore: Damage/Endurance
  • 3: Sting of the Manticore: Chance of Damage(Toxic)
  • 5: Gladiator's Javelin: Chance of Damage(Toxic)
  • 5: Apocalypse: Chance of Damage(Negative)
  • 36: Cloud Senses: Chance for Negative Energy Damage

Level 4: Siphon Power

  • A: Invention: Accuracy

Level 6: Dark Pit

  • A: Absolute Amazement: Stun
  • 7: Absolute Amazement: Stun/Recharge/Accuracy
  • 7: Absolute Amazement: Recharge/Accuracy
  • 36: Absolute Amazement: Stun/Endurance
  • 36: Absolute Amazement: Chance for ToHit Debuff

Level 8: Tenebrous Tentacles

  • A: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 9: Superior Frozen Blast: Accuracy/Damage
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 34: Bombardment: Chance for Fire Damage
  • 37: Cloud Senses: Chance for Negative Energy Damage
  • 37: Trap of the Hunter: Chance of Damage(Lethal)

Level 10: Siphon Speed

  • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 11: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge
  • 29: Ice Mistral's Torment: Chance for Cold Damage
  • 42: Ice Mistral's Torment: Endurance/Slow
  • 43: Ice Mistral's Torment: Damage/Slow

Level 12: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 13: Kismet: Accuracy +6%
  • 13: Winter's Gift: Slow Resistance (20%)
  • 45: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 48: Reactive Defenses: Scaling Resist Damage

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 15: Invention: Recharge Reduction

Level 16: Mighty Leap

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 17: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 18: Torrent

  • A: Positron's Blast: Accuracy/Damage/Endurance
  • 19: Positron's Blast: Chance of Damage(Energy)
  • A: Bombardment: Chance for Fire Damage
  • A: Cloud Senses: Chance for Negative Energy Damage
  • 19: Sudden Acceleration: Knockback to Knockdown
  • 21: Force Feedback: Chance for +Recharge

Level 20: Speed Boost

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

Level 22: Life Drain

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 23: Touch of the Nictus: Healing/Absorb
  • 23: Touch of the Nictus: Chance for Negative Energy Damage
  • 25: Apocalypse: Damage
  • 25: Gladiator's Javelin: Chance of Damage(Toxic)
  • 34: Cloud Senses: Chance for Negative Energy Damage

Level 24: Weaken Resolve

  • A: Achilles' Heel: Chance for Res Debuff

Level 26: Blackstar

  • A: Superior Avalanche: Damage/Endurance
  • 27: Superior Avalanche: Accuracy/Damage/Endurance
  • 27: Superior Avalanche: Accuracy/Damage/Recharge
  • 29: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Avalanche: Recharge/Chance for Knockdown
  • 31: Armageddon: Chance for Fire Damage

Level 28: Transference

  • A: Efficacy Adaptor: EndMod/Accuracy

Level 30: Fulcrum Shift

  • A: D-Sync Provocation

Level 32: Unleash Potential

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 33: Luck of the Gambler: Defense/Recharge
  • 33: Luck of the Gambler: Endurance/Recharge
  • 33: Luck of the Gambler: Defense/Endurance/Recharge
  • 34: Luck of the Gambler: Defense
  • 46: Red Fortune: Defense/Recharge

Level 35: Oppressive Gloom

  • A: Endoplasm Exposure

Level 38: Dark Embrace

  • A: Unbreakable Guard: Resistance
  • 39: Unbreakable Guard: Resistance/Endurance
  • 39: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: +Max HP
  • 48: Steadfast Protection: Resistance/+Def 3%

Level 41: Increase Density

  • A: Gladiator's Armor: TP Protection +3% Def (All)

Level 44: Kick

  • (Empty)

Level 47: Tough

  • A: Unbreakable Guard: Resistance
  • 48: Unbreakable Guard: Resistance/Endurance
  • A: Unbreakable Guard: RechargeTime/Resistance
  • A: Unbreakable Guard: Resistance/Endurance/RechargeTime

Level 49: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • A: Luck of the Gambler: Defense/Endurance
  • 50: Luck of the Gambler: Defense
  • 50: Luck of the Gambler: Defense/Endurance/Recharge
  • 51: Luck of the Gambler: Endurance/Recharge


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • A: Superior Blistering Cold: Accuracy/Damage
  • 46: Superior Blistering Cold: Damage/Endurance

Level 1: Sprint

  • A: Celerity: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Hurdle

  • (Empty)

Level 1: Health

  • A: Panacea: +Hit Points/Endurance
  • 45: Miracle: +Recovery
  • 45: Preventive Medicine: Chance for +Absorb

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 43: Performance Shifter: EndMod

Level 49: Quick Form


Level 18: Takeoff


 

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My playstyle may be a bit different than yours. I built mine to stay in melee combat but had serious growing pains early on that made that difficult, so I tried playing in and out of melee, but hat made buffing inconsistent. Some of your slotting inspired a respec though. I'm not a franken-slotter and procs with a lower chance than 80ish I generally won't use it. Attached is mine. I've just got him to 50 and T3 Alpha, so he's as fresh as a 50 can be. It's definitely fun to run him though

 

 

 

Corruptor (Dark Blast - Kinetics)-4.mbd

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