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Fire/Cold Corrs.
Nah....who am I kidding, really? -
This is the cheap Fire/Rad build that I use, it's just short of softcapped ranged defense, but RI takes care of that.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
Level 2: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), RechRdx-I(21)
Level 6: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(25)
Level 8: Accelerate Metabolism -- Zephyr-Travel(A), Zephyr-ResKB(43), P'Shift-EndMod/Rchg(43), Efficacy-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(48), Efficacy-EndMod/Acc/Rchg(50)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(48)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(37)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(45), RechRdx-I(45)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(40), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(42)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(37), RedFtn-EndRdx(39), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(48)
Level 28: Hover -- LkGmblr-Rchg+(A)
Level 30: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
Level 32: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 35: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
Level 49: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(37), P'Shift-End%(39)
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Quote:That's well put, don't blame the game for your deaths. I don't understand how people are saying it's cheating, I mean seriously? Maybe a little challenging, if that. If you die because you're stuck in animations, well then don't que up attacks to avoid it. The first time I ran it, yes I got hit from getting stuck in an animation, but after that first time I adjusted and didn't get hit anymore.I never felt that any of my deaths were forced, but rather that they were due to my own mistakes, and I'm thinking about ways to do it better next time.
Like I stated before, don't blame the game just because you're bad. -
Content that cheats? Lol. It's not as hard as some are making it out to be, try being less bad.
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I think Colds are better for teaming and Rads are better for soloing. Although both of those sets certainly perform well in both situations.
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You can actually be softcapped to most damage types. I've seen builds that were softcapped to everything except maybe toxic and psi and reach the old Tank HP cap.
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Yeah, I have a Sonic/Cold that can solo some AV's, but have never tried a GM with it. I doubt it can take them down. My Fire/Rad fits the role of AV/GM soloing much better.
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I haven't had to take out the clones or drag him in the lava for any of the characters I completed it with, even squishies. For those who think it's hard, you can either find a team or use inspirations.
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So playing a Psi/EM or Stalker takes no skill at all? Hmm...that surely explains why there are so many bad one's out there. From what you're saying it sounds like you'd be gods gift to CoH if you played a Psi/EM, which makes me wonder what you play that takes so much skill?
As for the topic at hand, I did what Mebs said. Tough along with psi resist bonuses put me at the same amount of psi resist as a Force/Phase build while keeping Frozen Armor and Hoarfrost. It works well for arena PvP. For zones, a regular Cold Mastery build still works good, but Phase and PFF would be nice to have with TS. -
My first page are the characters that I play ordering by villains/rogues and heroes, then by AT. The second page are characters that I usually don't play. I didn't re-size the pictures because I'm too awesome. -
I assume that's the value including Hasten, as they mentioned that they weren't permadom without it.
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I really don't think it's possible to be softcapped to all 3 positions. However, if you don't want to slot for S/L defense, then I suggest just going for softcapped ranged defense, that's what I did with my Fire/Rad/Mu. In this case fly/hover is a good option since you can stay at range to most enemies easily with it.
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Basically, this. The only time I got damaged by the attacks is when I ran into them myself by accident. Yes, you do have enough time to dodge if you pay attention. Once you start seeing blue form around you, MOVE. Even if you're in an attack animation, you still have enough time to get out of the way. It's that simple, really.
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IO's are optional for all normal content. Sure, an IO'd character will be stronger than one with just SO's, but it's like that by design. The only thing I wouldn't consider optional is a slotted alpha slot for the new TF's, because fighting at -8 just isn't fun.
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Fine, I completed both Tin Mage and Apex and didn't die on either of them, they're not hard. Happy?
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I agree with the OP, if anything they should make them harder. I've heard in beta that these new TF's were hard, but yeah not really. The first time running Tin Mage and Apex took a combined time of under an hour to complete.
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My fastest was 14:45, the youtube video one. I've heard people doing it in 12 minutes, but I'll only believe that with screenshots.
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