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Storm / Marine : aka We're gonna need some bigger slots


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Posted (edited)

Hey folks

 

Back this week and have started a Storm / Marine corruptor since I've never tried either. Really enjoying it although Reunion is eerily quiet most of the time. 

 

Not really sure what some of the powers do but been reading other threads and cobbled something together. Basically seems like both reward you for getting things into an area, then getting lots of bonus damage attacks on things inside that area (although I haven't got Shifting yet to see how effective all of that is altogether). 

 

This is a levelling build for the most part so haven't bothered with Purples or Winters (I only give them to deserving 50s I end up really liking). 

 

(Note I've no idea what my actual Defense totals are because Mids seems to be stuck on 38% s/l + ranged even if I shunt things around. So this could be awful)

 

Quote

manannan - Villain Corruptor
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Storm Blast
  • Secondary powerset: Marine Affinity
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Sorcery
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Ice Mastery

──────────────────────────────

Powers taken:

Level 1: Hailstones

  • A: Thunderstrike: Accuracy/Damage
  • 3: Thunderstrike: Accuracy/Damage/Recharge
  • 5: Superior Scourging Blast: Accuracy/Damage
  • 5: Superior Scourging Blast: Damage/Endurance/RechargeTime
  • 7: Superior Scourging Blast: RechargeTime/PBAoE +End

Level 1: Shoal Rush

  • A: Invention: Accuracy

Level 2: Jet Stream

  • A: Artillery: Accuracy/Damage
  • 7: Artillery: Damage/Endurance
  • 9: Artillery: Damage/Recharge
  • 9: Artillery: Accuracy/Damage/Recharge
  • 11: Artillery: Endurance/Recharge/Range
  • 11: Artillery: Accuracy/Recharge/Range

Level 4: Soothing Wave

  • A: Preventive Medicine: Heal
  • 15: Preventive Medicine: Heal/Endurance
  • 15: Preventive Medicine: Endurance/RechargeTime
  • 17: Preventive Medicine: Heal/RechargeTime/Endurance
  • 17: Preventive Medicine: Heal/RechargeTime
  • 19: Preventive Medicine: Chance for +Absorb

Level 6: Storm Cell

  • A: Artillery: Accuracy/Damage
  • 19: Artillery: Damage/Endurance
  • 21: Artillery: Damage/Recharge
  • 21: Artillery: Accuracy/Damage/Recharge
  • 23: Artillery: Accuracy/Recharge/Range
  • 23: Artillery: Endurance/Recharge/Range

Level 8: Toroidal Bubble

  • A: Steadfast Protection: Resistance/+Def 3%
  • 25: Unbreakable Guard: +Max HP
  • 27: Unbreakable Guard: Resistance
  • 27: Unbreakable Guard: Resistance/Endurance
  • 29: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 50: Gladiator's Armor: TP Protection +3% Def (All)

Level 10: Intensify

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 36: Invention: Recharge Reduction

Level 12: Whitecap

  • A: Force Feedback: Chance for +Recharge
  • 25: Scirocco's Dervish: Chance of Damage(Lethal)
  • 45: Obliteration: Chance for Smashing Damage
  • 48: Invention: Accuracy
  • 50: Explosive Strike: Chance for Smashing Damage
  • 50: Eradication: Chance for Energy Damage

Level 14: Direct Strike

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

Level 16: Tide Pool

  • A: Invention: Recharge Reduction

Level 18: Chain Lightning

  • A: Bombardment: Damage/Recharge
  • 31: Bombardment: Accuracy/Damage/Recharge
  • 31: Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
  • 33: Superior Scourging Blast: Damage/RechargeTime
  • 33: Superior Scourging Blast: Accuracy/Damage/RechargeTime

Level 20: Brine

  • A: Theft of Essence: Chance for +Endurance
  • 34: Touch of the Nictus: Accuracy/Healing/Absorb
  • 36: Touch of the Nictus: Accuracy/Endurance/Recharge
  • 34: Touch of the Nictus: Chance for Negative Energy Damage

Level 22: Cloudburst

  • A: Thunderstrike: Accuracy/Damage
  • 37: Thunderstrike: Damage/Endurance
  • 37: Thunderstrike: Accuracy/Damage/Endurance
  • 37: Thunderstrike: Damage/Recharge
  • 39: Thunderstrike: Accuracy/Damage/Recharge
  • 39: Thunderstrike: Damage/Endurance/Recharge

Level 24: Shifting Tides

  • A: Invention: Damage Increase
  • A: Invention: Damage Increase

Level 26: Category Five

  • A: Artillery: Accuracy/Damage
  • 39: Artillery: Damage/Endurance
  • 40: Artillery: Damage/Recharge
  • 40: Artillery: Accuracy/Damage/Recharge
  • 40: Artillery: Accuracy/Recharge/Range
  • 42: Artillery: Endurance/Recharge/Range

Level 28: Barrier Reef

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 36: Luck of the Gambler: Defense
  • 43: Invention: Defense Buff
  • 45: Invention: Healing
  • 45: Invention: Healing

Level 30: Power of the Depths

  • A: Invention: Healing
  • 43: Numina's Convalesence: Heal/Recharge
  • 31: Doctored Wounds: Heal/Recharge
  • 43: Invention: Endurance Modification

Level 32: Hasten

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

Level 35: Frozen Armor

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

Level 38: Hoarfrost

  • A: Numina's Convalesence: Heal/Recharge
  • A: Doctored Wounds: Heal/Recharge
  • A: Miracle: Heal/Recharge

Level 41: Build Up

  • A: Invention: Recharge Reduction

Level 44: Maneuvers

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

Level 47: Tactics

  • A: Invention: Endurance Reduction

Level 49: Mystic Flight

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)


──────────────────────────────

Inherents:

Level 1: Scourge


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 2: Swift

  • (Empty)

Level 2: Hurdle

  • (Empty)

Level 2: Health

  • A: Panacea: +Hit Points/Endurance

Level 2: Stamina

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

Level 2: Lightning Aura Mode


Level 49: Quick Form


Level 49: Translocation


 

 

 

 

Corruptor - Storm - Marine - cheap.mbd

Edited by Carnifax
Posted (edited)
2 hours ago, Carnifax said:

Hey folks

 

Back this week and have started a Storm / Marine corruptor since I've never tried either. Really enjoying it although Reunion is eerily quiet most of the time. 

 

Not really sure what some of the powers do but been reading other threads and cobbled something together. Basically seems like both reward you for getting things into an area, then getting lots of bonus damage attacks on things inside that area (although I haven't got Shifting yet to see how effective all of that is altogether). 

 

This is a levelling build for the most part so haven't bothered with Purples or Winters (I only give them to deserving 50s I end up really liking). 

 

(Note I've no idea what my actual Defense totals are because Mids seems to be stuck on 38% s/l + ranged even if I shunt things around. So this could be awful)

 

 

 

 

Corruptor - Storm - Marine - cheap.mbd 42.55 kB · 1 download

 

Your right about Reunion, yesterday was the first time i've tried getting some tf's going only to check online numbers and see indom with a higher population. And its the same today.

 

Anyways....congratulations! You've officially gone for the primary with the longest set up time and the secondary......with the longest set up time. I rolled one of these a while back. If you like to solo this is perfect. If you like to team get used to soloing in the team as you'll need a good 10-15 seconds to get stuff going (it feels like a lot longer) picking out your target for shifting tides, dropping tide pool and storm cell before you can line up attacks and by the time you've done that the team/tanker has killed/dragged everything on the map and moved on to the next mission. This means running ahead of the team and setting up before anyone else arrives and messes up the mobs location.

 

Some obvious stuff. Jet Stream repels. You fire that off and all that set up is going to waste, you'll throw the mob out of tide pool and storm cell. So some kb/kd slotting. 

 

Don't bother with overslotting Soothing Wave. Its not the heal it looks like. Its half a heal and half a debuff. 

 

Try and get some end mod in Toroidal if you can, especially if you plan to run a few toggles. 

 

Tide Pool doesn't need recharge. A slow piece will do or the Mistrals slow/end boosted.

 

Shoal Rush is nice but with all that set up time its just another click and its not doing any damage.

 

Shifting Tides is end heavy, like double a leadership toggle. In prolonged fights you'll want some end red in it. 

 

Pet Peeves. Thunderstrike and Artillery Sets. But thats just me. I'd rather give up all my defence and slot for recharge and damage than slot those sets. And i'd want some slow resistance. Like 50% at least.

 

Barrier Reef doesn't fly with you. It'll hug the deck. So if you don't run group flight (and why would you on a corr) you'll want to be close to the ground for its benefits. But you don't have any immob protection (cj/weave/evasive) Consider dropping some attacks and making a smoother/easier attack chain for something like combat jumping.

 

Just noticed the cheap part of the name of your build so i take back what i said about the thunderstrikes/artillery pieces.  

Edited by Meknomancer
  • Like 2
  • Thumbs Up 1
Posted
Quote

 

Anyways....congratulations! You've officially gone for the primary with the longest set up time and the secondary......with the longest set up time.

Yeah, I'm getting Elec / Traps Controller vibes off the combo in terms of set-up time. But I like my Elec / Traps as a change of pace so I don't mind too much. Plus if a team is whizzing along I can just tag along and go 50/50 on dropping things, likely they aren't needed. 

 

Thanks for all of this, especially for the Shifting Tides advice. Had no idea it was so End heavy! And completely missed the debuff in Soothing. Might strip that back a bit and use the precious slots elsewhere. 

  • Thumbs Up 1
Posted

As far as endurance issues are concerned, you really want the ATO proc in Shifting Tides as it gives +10 Endurance and healing to nearby allies every 10 seconds if more than a few allies are in its range.

  • Thumbs Up 1
Posted

Jet stream doesn't repel when the target is in the storm cell, so you can keep it for AoE damage, just be aware of how it works. Sometimes the repel is nice: into a wall, into a corner, etc. Also, KB to KD doesn't affect repel, which is a separate effect.

 

 

 

 

  • Thumbs Up 2
Posted

I know Marine is good on defenders and corruptors, but imo, the best Marine experience is on a controller or mastermind.

 

And yeah, KB->KD slotting does nothing on a power that repels.

Global: @Valnara1; Discord Handle: @Valnara#0620

I primarily play on Everlasting, but you may occasionally find me on Indom. 🙂

Notable Characters: Apocolyptica - Demons/Storm MM; Lurking Monster - Human-Form WS; Environmentabot - Bots/Nature MM; Miss Fade - Ill/Traps Controller; Sister Apocalypse - Beast/Dark MM; Dr. Elaina Wrath - Plant/Rad Controller (Join the House of Wrath, and spread the word of science!); Ruff Ruff Boom - AR/Devices Blaster

Posted
1 hour ago, BZRKR said:

Jet stream doesn't repel when the target is in the storm cell, so you can keep it for AoE damage, just be aware of how it works. Sometimes the repel is nice: into a wall, into a corner, etc. Also, KB to KD doesn't affect repel, which is a separate effect.

 

 

 

 

 

59 minutes ago, TygerDarkstorm said:

I know Marine is good on defenders and corruptors, but imo, the best Marine experience is on a controller or mastermind.

 

And yeah, KB->KD slotting does nothing on a power that repels.

 

Yup my bad there, i've been slotting with the overwhelming, ff+rech+some frozen blast pieces for the knockdown inside storm cell and i'm pretty sure i don't need the overwhelming its more for the damage.

  • Like 2
  • Thumbs Up 1
Posted (edited)

Glad to see you back, @Carnifax!

 

The 38% total does appear to be correct. My mids is behaving.

 

Is this specifically a budget build? I see that outside of the ATO's, no purples or Winter sets are included.

 

I think it's a very solid baseline build. I agree that Shoal Rush is an easy skip though - Whitecap gets the frenzy moving anyhow.  You could easily swap for a defense IO mule like vengeance, or even a minimally slotted epic pet for fun.

 

Ideally, I'd stack an epic with a resist armor rather than S/L defense. This helps you capitalize on the resistance provided by Toroidal Bubble. Still, hitting high ranged/S/L is not a bad goal for sure, and you may be married to Ice for other reasons like theme, which is fine.

 

You are missing the resist uniques though. They are of particular value given the aforementioned bubble resists.

 

I really like @Auroxis's  mention of putting the ATO +end proc in Shifting tides - that's pretty neat!  I think you'll be okay on end either way with this build though. The Perf shifter proc in Toroidal is useful as well if you find yourself running short. I see you are tight on slots there, but perhaps could shift things around if it becomes a priority.

 

Shifting Tides does need some accuracy slotting though. From what I understand, the damage bonus procs it generates rely on local accuracy here. I'm not entirely clear on the effect though, so it may warrant review. CoD directs it to this power for the proc component, which has a 1.0 accuracy. The power itself doesn't take acc natively according to mids, but of course can include sets that have it. Super unclear on this one behind the scenes.

 

 

Edited by Onlyasandwich
  • Thumbs Up 1
Posted (edited)
11 hours ago, Meknomancer said:

Don't bother with overslotting Soothing Wave. Its not the heal it looks like. Its half a heal and half a debuff. 

It's a fantastic self-heal as well. You can get up to 25% of your health back each activation, it doesn't root, and it can recharge in 5 seconds or less easily. Pretty awesome if you invest the slots and snag Vigor for your Alpha Incarnate down the road.

Edited by Glacier Peak
  • Thumbs Up 1
Posted (edited)

I assumed some of your goals based on the initial build and threw together an example of what it what my suggestions might look like in action.

 

Assumptions:

  • You value defense.
  • You are minimizing cost (I did include a single purple proc, but easily subbed for another). The Gladiator sets are probably the biggest indulgence otherwise.
  • You value these things over maximizing proc potential in powers.

 

Notable changes:

  • Softcap ranged defense.
  • Vastly improved resistances. 
  • Better end sustainability, including the extra perf shifter in bubble.
  • Better in combat maneuverability. (Hover+Evasive is an absolute dream).
  • I did sneak a little procciness into Chain lightning. It's not an actual chain power, so works well for it.
  • A little more KB protection. You could swap the Winter travel unique for a bit more. Drop in the bucket here on slow res since I didn't grab Winter IOs otherwise.

 

If I were going all out on my own preference, I would probably sacrifice defense goals altogether and go to proc city. That's me though, and not everyone's thing. Building chunky defense does make for a smoother solo experience.

 

 

Build:

Corruptor (Storm Blast - Marine Affinity).mbd

Chunk:

Spoiler

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Text:

Spoiler

Villain Corruptor
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────

  • Primary powerset: Storm Blast
  • Secondary powerset: Marine Affinity
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leaping
  • Pool powerset (#4): Leadership
  • Ancillary powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Hailstones

  • A: Superior Scourging Blast: Accuracy/Damage/RechargeTime
  • 45: Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
  • 45: Superior Scourging Blast: RechargeTime/PBAoE +End
  • 46: Thunderstrike: Accuracy/Damage
  • 46: Thunderstrike: Damage/Endurance
  • 46: Thunderstrike: Accuracy/Damage/Endurance

Level 1: Soothing Wave

  • A: Preventive Medicine: Heal
  • 43: Preventive Medicine: Chance for +Absorb
  • 50: Invention: Healing

Level 2: Jet Stream

  • A: Artillery: Accuracy/Damage
  • 3: Artillery: Damage/Endurance
  • 3: Artillery: Damage/Recharge
  • 42: Artillery: Accuracy/Damage/Recharge
  • 43: Artillery: Accuracy/Recharge/Range
  • 43: Artillery: Endurance/Recharge/Range

Level 4: Toroidal Bubble

  • A: Gladiator's Armor: End/Resist
  • 5: Gladiator's Armor: Resistance
  • 5: Gladiator's Armor: Resistance/Rech/End
  • 50: Performance Shifter: Chance for +End

Level 6: Storm Cell

  • A: Artillery: Accuracy/Damage
  • 7: Artillery: Damage/Endurance
  • 7: Artillery: Damage/Recharge
  • 9: Artillery: Accuracy/Damage/Recharge
  • 42: Artillery: Accuracy/Recharge/Range
  • 42: Artillery: Endurance/Recharge/Range

Level 8: Intensify

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up
  • 9: Invention: Recharge Reduction

Level 10: Whitecap

  • A: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 11: Obliteration: Chance for Smashing Damage
  • 11: Eradication: Chance for Energy Damage
  • 40: Armageddon: Chance for Fire Damage
  • 40: Fury of the Gladiator: Chance for Res Debuff
  • 40: Force Feedback: Chance for +Recharge

Level 12: Direct Strike

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

Level 14: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 15: Kismet: Accuracy +6%
  • 50: Reactive Defenses: Scaling Resist Damage

Level 16: Tide Pool

  • A: Pacing of the Turtle: Accuracy/Endurance

Level 18: Chain Lightning

  • A: Positron's Blast: Accuracy/Damage
  • 19: Positron's Blast: Damage/Endurance
  • 19: Positron's Blast: Accuracy/Damage/Endurance
  • 37: Positron's Blast: Chance of Damage(Energy)
  • 39: Positron's Blast: Damage/Range
  • 39: Bombardment: Chance for Fire Damage

Level 20: Brine

  • A: Touch of the Nictus: Accuracy/Healing/Absorb
  • 21: Touch of the Nictus: Healing/Absorb
  • 21: Touch of the Nictus: Chance for Negative Energy Damage

Level 22: Cloudburst

  • A: Thunderstrike: Accuracy/Damage
  • 23: Thunderstrike: Damage/Endurance
  • 23: Thunderstrike: Damage/Recharge
  • 36: Thunderstrike: Accuracy/Damage/Recharge
  • 37: Thunderstrike: Accuracy/Damage/Endurance
  • 37: Thunderstrike: Damage/Endurance/Recharge

Level 24: Shifting Tides

  • A: Superior Scourging Blast: Accuracy/Damage
  • 25: Superior Scourging Blast: Damage/Endurance/RechargeTime
  • 25: Superior Scourging Blast: Damage/RechargeTime

Level 26: Category Five

  • A: Artillery: Accuracy/Damage
  • 27: Artillery: Damage/Endurance
  • 27: Artillery: Damage/Recharge
  • 34: Artillery: Accuracy/Damage/Recharge
  • 34: Artillery: Accuracy/Recharge/Range
  • 34: Artillery: Endurance/Recharge/Range

Level 28: Barrier Reef

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 29: Shield Wall: Defense/Endurance
  • 29: Shield Wall: Defense
  • 31: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 33: Preventive Medicine: Heal
  • 33: Preventive Medicine: Heal/Endurance

Level 30: Power of the Depths

  • A: Preventive Medicine: Heal/RechargeTime/Endurance
  • 31: Preventive Medicine: Heal/RechargeTime
  • 31: Doctored Wounds: Heal/Recharge

Level 32: Hasten

  • A: Invention: Recharge Reduction
  • 33: Invention: Recharge Reduction

Level 35: Charged Armor

  • A: Gladiator's Armor: End/Resist
  • 36: Gladiator's Armor: Resistance
  • 36: Gladiator's Armor: TP Protection +3% Def (All)
  • 39: Steadfast Protection: Resistance/+Def 3%

Level 38: Combat Jumping

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

Level 41: Maneuvers

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

Level 44: Fly

  • A: Winter's Gift: Slow Resistance (20%)

Level 47: Tactics

  • A: Adjusted Targeting: To Hit Buff/Endurance

Level 49: Evasive Maneuvers

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


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Scourge


Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Health

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

Level 1: Hurdle

  • (Empty)

Level 1: Stamina

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

Level 2: Lightning Aura Mode


Level 49: Quick Form


Level 44: Afterburner


 

Pic:

Spoiler

image.thumb.png.6f5571dd3cb32ea3d4fa008f2f8b7f00.png

 

 

Edited by Onlyasandwich
  • Like 1
Posted (edited)

Thanks @Onlyasandwich. Didn't realise Chains was actually proccable. I just assumed "Chain, so procs are crap"

 

Got Shifting Tides yesterday and ran a few missions on a x8 team on Everlasting (sorry Reunion).

 

Not really sure what to make of this (this is unslotted!). I suspect the "Average Damage" is off because it's marking me as doing all the damage but not all the Hits (it's probably dividing Total / number of hits, but "Hits" means when I cast the toggle it on a foe / ally)

 

Think I need to hit beta with some different slottings

image.png.8547fbcd6435e476b9809e6f57d8c0f3.png

 

image.png.14732b2265c227d08fe27a3526349092.png

Edited by Carnifax
  • Like 1
Posted

Just turn on the combat log, you'll see it's you dealing the damage. That's part of why Marine is good on Corr, since Shifting Tides utilizes your damage modifier and damage cap. On teams which trigger it and buff your damage often it's a great source of damage.

Posted
34 minutes ago, Auroxis said:

Just turn on the combat log, you'll see it's you dealing the damage. That's part of why Marine is good on Corr, since Shifting Tides utilizes your damage modifier and damage cap. On teams which trigger it and buff your damage often it's a great source of damage.

Obviously I have the Combat Logs on, that's where the parse comes from 😁

 

I'm more pleasantly surprised by the total damage it produces, especially considering Storm Cell is supposed to do the same sort of thing (but for your own attacks only) and this easily surpasses it AND gives the whole team buffs & the enemies debuffs. 

 

It's VERY strong. 

Posted

Also keep in mind you can anchor Shifting Tides on an ally or pet, which is one reason Marine pairs so well with Masterminds and Controllers.  Barrier Reef works alright for that, even if you have to recast both every few minutes.  Still saves some time on the per-fight setup.

Posted
On 12/19/2024 at 11:39 PM, Glacier Peak said:

It's a fantastic self-heal as well. You can get up to 25% of your health back each activation, it doesn't root, and it can recharge in 5 seconds or less easily. Pretty awesome if you invest the slots and snag Vigor for your Alpha Incarnate down the road.

 

Agreed. I only meant that its not worth the 6 slot investment. And i don't rely on it to keep the green bar full, if it gets to the point where you need a heal then its usually too late.

Posted
1 hour ago, Meknomancer said:

Agreed. I only meant that its not worth the 6 slot investment. And i don't rely on it to keep the green bar full, if it gets to the point where you need a heal then its usually too late.

Makes sense. The fact that the set gets such great resists from Toroidal Bubble and White Cap jumps me in to the thick of things incentivized me to have a decent heal in my back pocket. 

  • Thumbs Up 1

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