Soulsifter Posted October 10 Author Share Posted October 10 (edited) 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 CorruptorBuild 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 October 10 by Soulsifter Link to comment Share on other sites More sharing options...
Soulsifter Posted October 10 Author Share Posted October 10 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 😄 Link to comment Share on other sites More sharing options...
Uun Posted October 10 Share Posted October 10 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. 1 Uuniverse Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now