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Fire/Dark/ ? Corr - A little advice if you please?


Soulsifter

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Ok, here we go again. One bit that could change would be the proc for -res in Fireball. I could fill out the Ragnarok set to get some Psi and Toxic res.

 

https://api.midsreborn.com/build/download/Ft9TQsDYga7tj57U

 

Flaming Inferno 2.0 - Hero Corruptor
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Fire Blast
  • Secondary powerset: Dark Miasma
  • Pool powerset (#1): Sorcery
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Speed
  • Epic powerset: Soul Mastery

──────────────────────────────

Powers taken:

Level 1: Fire Blast

  • A: Thunderstrike: Accuracy/Damage
  • 3: Thunderstrike: Damage/Endurance
  • 7: Thunderstrike: Accuracy/Damage/Endurance

Level 1: Twilight Grasp

  • A: Preventive Medicine: Heal
  • 5: Preventive Medicine: Heal/Endurance
  • 11: Preventive Medicine: Heal/RechargeTime
  • 13: Preventive Medicine: Chance for +Absorb
  • 15: Preventive Medicine: Endurance/RechargeTime
  • 31: Preventive Medicine: Heal/RechargeTime/Endurance

Level 2: Fire Ball

  • A: Ragnarok: Damage
  • 3: Ragnarok: Damage/Recharge
  • 5: Ragnarok: Recharge/Accuracy
  • 7: Ragnarok: Chance for Knockdown
  • 9: Ragnarok: Damage/Recharge/Accuracy
  • 11: Annihilation: Chance for Res Debuff

Level 4: Tar Patch

  • A: Impeded Swiftness: Accuracy/Slow
  • 13: Impeded Swiftness: Range/Slow
  • 15: Impeded Swiftness: Accuracy/Endurance
  • 37: Impeded Swiftness: Damage/Slow
  • 37: Impeded Swiftness: Endurance/Recharge/Slow

Level 6: Mystic Flight

  • A: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
  • 9: Winter's Gift: Slow Resistance (20%)
  • 36: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 8: Darkest Night

  • A: Dark Watcher's Despair: To Hit Debuff
  • 37: Dark Watcher's Despair: To Hit Debuff/Endurance

Level 10: Rain of Fire

  • A: Superior Malice of the Corruptor: Accuracy/Damage
  • 17: Superior Malice of the Corruptor: Damage/Recharge
  • 17: Superior Malice of the Corruptor: Accuracy/Damage/Recharge
  • 19: Superior Malice of the Corruptor: Damage/Endurance/Recharge
  • 19: Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
  • 23: Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage

Level 12: Howling Twilight

  • A: Absolute Amazement: Stun/Recharge
  • 39: Absolute Amazement: Stun/Recharge/Accuracy
  • 39: Absolute Amazement: Chance for ToHit Debuff
  • 40: Absolute Amazement: Recharge/Accuracy
  • 40: Absolute Amazement: Stun/Endurance
  • 46: Annihilation: Chance for Res Debuff

Level 14: Aim

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 16: Shadow Fall

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Steadfast Protection: Resistance/+Def 3%
  • 25: Gladiator's Armor: TP Protection +3% Def (All)
  • 25: Impervium Armor: Psionic Resistance

Level 18: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 36: Kismet: Accuracy +6%
  • 50: Invention: Endurance Reduction

Level 20: Fearsome Stare

  • A: Unspeakable Terror: Endurance/Fear
  • 36: Unspeakable Terror: Fear/Range
  • 48: Unspeakable Terror: Disorient Bonus
  • 48: Unspeakable Terror: Accuracy/Fear/Recharge
  • 48: Unspeakable Terror: Accuracy/Endurance

Level 22: Boxing

  • (Empty)

Level 24: Tough

  • A: Unbreakable Guard: Resistance
  • 27: Unbreakable Guard: Resistance/Endurance
  • 31: Unbreakable Guard: Endurance/RechargeTime
  • 45: Unbreakable Guard: RechargeTime/Resistance
  • 46: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 46: Unbreakable Guard: +Max HP

Level 26: Hasten

  • A: Invention: Recharge Reduction
  • 27: Invention: Recharge Reduction

Level 28: Blaze

  • A: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 29: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 29: Salvo: Accuracy/Damage
  • 31: Salvo: Damage/Endurance/Recharge
  • 34: Salvo: Accuracy/Damage/Endurance/Range
  • 34: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge

Level 30: Dark Servant

  • A: Cloud Senses: ToHit Debuff
  • 33: Cloud Senses: Accuracy/ToHitDebuff
  • 33: Cloud Senses: Accuracy/Recharge
  • 33: Cloud Senses: ToHit Debuff/Endurance/Recharge

Level 32: Spirit Ward

  • A: Regenerative Tissue: Heal/Recharge
  • 43: Regenerative Tissue: +Regeneration

Level 35: Dark Embrace

  • A: Aegis: Resistance/Endurance
  • 43: Aegis: Resistance
  • 43: Aegis: Psionic/Status Resistance

Level 38: Inferno

  • A: Superior Avalanche: Accuracy/Damage
  • 39: Superior Avalanche: Damage/Endurance
  • 40: Superior Avalanche: Recharge/Chance for Knockdown

Level 41: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Gift of the Ancients: Defense
  • 42: Gift of the Ancients: Endurance/Recharge
  • 42: Gift of the Ancients: Defense/Endurance/Recharge

Level 44: Tactics

  • A: Invention: Endurance Reduction

Level 47: Vengeance

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

Level 49: Rune of Protection

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


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • A: Invention: Endurance Reduction

Level 2: Rest

  • A: Invention: Interrupt Reduction

Level 1: Swift

  • A: Invention: Flight Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 34: Miracle: +Recovery
  • 45: Panacea: +Hit Points/Endurance

Level 1: Stamina

  • A: Performance Shifter: EndMod
  • 23: Performance Shifter: Chance for +End
  • 45: Invention: Endurance Modification

Level 6: Translocation


Level 4: Athletic Run


Level 1: Red Wisp Pet

 

 

 

 

 

 

Edited by Soulsifter
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4 hours ago, Uun said:

Slotting recharge in a toggle is pointless. Slotting def/end takes you to ED max (red), but at least provides something useful.

 

I had thought this would increase the frequency of "pulses" in the power as it was a bit vague in the description. In my mind that would make procs more viable as they would have more chances to actually go off, and why I put procs in some toggle powers.

 

Mixing game mechanics game to game . . . yep, that seems to be me.

 

Being a senior isn't all it's cracked up to be 😄 

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1 minute ago, Soulsifter said:

I had thought this would increase the frequency of "pulses" in the power as it was a bit vague in the description. In my mind that would make procs more viable as they would have more chances to actually go off, and why I put procs in some toggle powers.

Slotting recharge in a toggle reduces the recharge time before you can turn it on again (if you happen to turn it off or if you get end drained and your toggles drop). There is no way to increase the frequency of pulses in most toggle powers. (The exceptions are regeneration and endurance recovery powers, but these are increased via heal and end mod enhancements.)

 

The chance for procs to go off is inversely related to the recharge of a power. The shorter the recharge, the lower the proc's chance to go off. Procs in toggle powers have a chance to fire once every 10s regardless of the frequency of pulses. 

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