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Posts
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Joined
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That build doesn't have Super Speed, doesn't have any perception outside of Tactics, doesn't have Boost Range (!?!?!??!?), and has Fireball. In short, it's not very good.
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Thugs, Nin, or Necro paired with Pain, Poison, or Therm. Storm is okay but the toggle drop rules make it not so much.
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PB'd Poison debuffs are hot too. As others have said, I'd probably do Poison for solo or team arena, and Therm for zone.
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You only have a chance to get a drop (it's something like 1 in 100 or 1 in 200) if you get rep off the kill (the rep timer is 5 minutes). Once you get a drop, you are unable to get another drop for 10 minutes. In short, don't expect any drops in the course of normal play.
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Apoc-Dam%(5), GJ-Dam%(46)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(11)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(34), AdjTgt-ToHit/EndRdx(36), Rec'dRet-Pcptn(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(37), LkGmblr-Rchg+(42)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-Rchg(27), AdjTgt-ToHit/EndRdx(27)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15), QckFt-EndRdx/RunSpd(17)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Range-I(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(40), SprngFt-EndRdx/Jump(42)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31)
Level 30: Vengeance -- Krma-ResKB(A)
Level 32: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Dam%(43)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), Mako-Dam%(40)
Level 41: Snow Storm -- RechRdx-I(A), EndRdx-I(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), Krma-ResKB(46), S'fstPrt-ResKB(46)
Level 47: Hoarfrost -- Numna-Heal(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(50), S'fstPrt-ResKB(50)
Level 49: Hibernate -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 3.13% Defense(Energy)
- 3.13% Defense(Negative)
- 6.25% Defense(Ranged)
- 2.25% Max End
- 50% Enhancement(Accuracy)
- 46.3% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 5% FlySpeed
- 153.6 HP (12.7%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -35)
- Knockup (Mag -35)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 7.15%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 64% (3.22 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 3.78% Resistance(Energy)
- 3.78% Resistance(Negative)
- 8% RunSpeed
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For the most part, MA buildings are now populated by the farmers who know it's still faster than leveling via standard content. Everyone else left and won't touch it, mostly due to the custom character changes.
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Congratulations, you've discovered the flaws of a system based entirely around damage. No reason to bring Sonics or Kins means you suddenly free up two or three spots which get filled with Blasters or Doms.
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Quote:As per Castle:Barrier is horribly bitter. Things are looking up. The devs are not touching pvp until after Going Rogue. That leaves us with at least 4-5 months and i doubt there will be any drastic changes akin to i 13. Screw the ladder. It would be great just to have separate groups running around and having matches vs each other(for the competition, drama, whatever). I would aim for 5 v 5s. Try and see if you can get a team set up cyclo.
Quote:GR has a couple minor tweaks to PVP. Larger, more complete changes are planned for sometime after that.
Quote:The major thing we want to do is add a reason to PvP; which means tangible rewards and actual competitive events.
Separate groups: quite a few players are in Unsuppressed right now. Split yourselves up and run "internals" (if that's what you want to call them) if you're hurting for that much action. Fact of the matter is, there's not enough of an arena population left to do anything more than kickballs with any regularity, and I don't see that situation improving. -
Quote:That'd be called jump cancelling, and unlike that issue when I16 went live where Snap Shot's animation just didn't play at all, it's been around as long as anyone can remember.Hurl seems to not root at time, but then again it sometimes occurs on a LOT of powers.
One time I was running around on my bow/TA corr, cackling as rooting seemed to have broken that night. Hit and run had never been more feasible. The animations weren't working, but it was still funny.
Short: All powers seem to sometimes skip rooting, variably. -
Psi/EM, mostly because of the broken placate proc, but also because it has a fluid 4-attack chain at 80 feet, or around 120 feet with Boost Range (most other sets have 2 attacks at 80 and 1 at 40) and the projectile timing on the attacks makes it possible to fire attacks in the right order to as to deliver most of the damage at once (Will Dom followed by TK Blast means two attacks' worth of damage will often hit at or near the same time). I'd put Fire/EM next, because Flares has a fast animation and very fast recharge time, but also deals respectable damage, and you can chain Fire Blast and Flares indefinitely (Blaze every now and again if you're in range).
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Quote:Other than not knowing what the power does, there is zero reason to skip Maneuvers, especially on a Spider (since it gives double the defense of the Widow version). I suppose an argument could be made for a NW or Fort with perma Mind Link, but even then unless you've invested heavily in IO sets you'll still want Maneuvers as a cushion against defense debuffs.For Soldiers, I would really want to hear the really really really good reason a person would not take a 15% defense toggle and take something else, not to mention that it gives the defense to everyone else, I really would. So I could get a laugh before I /facepalm.
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If you've already got the softcapped Fire/SR, load up the Bane. They're tons of fun between the buffs, debuffs, and controlled crits.
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"Unlimited budget" = "Whatever you can come up with, I can afford."
Yes, there's technically a "limit" the cost of a budget, but then again you can easily get around the 2 billion inf "limit" on a character by placing strategic bids via the market. It's only when you start to look at really expensive builds across several characters that you begin to feel the hurt on your wallet. -
Knockback mag only stacks if it applies within the same server tick, which is very rare (it can happen if you are aggroing multiple enemies with high-mag knockback, but even then the attacks would have to land within 0.25 seconds of each other). As for Hamidon and the yellow mitos, their knockback is mag 13, meaning you need Acro and one -KB IO to match it (four -KB IOs on their own will exceed it). The 15.6 points provided by Elec will do just fine in 95% of the situations, and assuming you're a raid-built tank, you'll have taunted your target so it will stay on you even in those rare occasions you get KB'd.
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The market drops anything you want it to, if you poke it enough.
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Well, here's a build very similar to the one my SS/WP has. I don't use this Brute much anymore since my SS/Fire outperforms it in a farm scenario (which is pretty much the only time I play a melee character), but in terms of general use it works just fine. Ran a few RSFs with few issues... Might consider swapping out the self-rez for Taunt, a few other tweaks to your liking. About 2400 HP, 85 HP/sec regen with 5 enemies in range of RttC, about 40% recharge and over 4 end/sec recovery with two Performance Shifter procs which helps offset Rage, Hasten, and SoW crashes.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-WP Brute: Level 50 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- ResDam-I(A), Numna-Heal(7), Numna-Heal/EndRdx(9), S'fstPrt-ResDam/Def+(19), Mrcl-Rcvry+(40), Mrcl-Heal(42)
Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/EndRdx(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(17), RgnTis-Regen+(17)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23), FrcFbk-Rchg/EndRdx(50)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(21), LkGmblr-Def(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 14: Super Speed -- Run-I(A), EndRdx-I(25)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx(43)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(27), GSFC-ToHit/Rchg(29), GSFC-Rchg/EndRdx(29), GSFC-ToHit(46)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(40)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(31), Heal-I(33)
Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(33), P'Shift-End%(43)
Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36)
Level 30: Combat Jumping -- Ksmt-ToHit+(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), FrcFbk-Rchg/EndRdx(40)
Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 38: Strength of Will -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/EndRdx/Rchg(39)
Level 41: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 44: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Resurgence -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 48% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 269.9 HP (18%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 2.2%
- 12.5% (0.21 End/sec) Recovery
- 58% (3.63 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 15% RunSpeed
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Quote:That's not what Con is saying. He's saying that if you want to level a character for the express purpose of PvP, it's very possible to do quickly. There are a multitude of ways to do so - hop on free PLs, use a second account to PL yourself, pay a few million to join a farm, find a friend who is willing to PL you. I don't think anyone will disparage you for taking the time to get to 50 at your own pace, but they are saying it's possible to level something quickly if that's your goal.This thread has gotten to be like a traffic accident for me. First I find out I want to be poor in the game, and have a sense of entitlement. Now I find out I am a lazy tard.
Quote:I am real lucky if I get my toons to 50 in a month of play, and usually by the time they get there they don't have that much loose change. The faster they get there the less likely it is they will have that much money. 100 million isn't a drop in the bucket for most people and these days it will barely buy a top end IO. -
Ninja Blade, hands down. Dual Blades looks flashy but for a Stalker that's about all it's got going for it, as the combos are weird for the Stalker version and in some cases make no sense at all (you get your +dam combo after AS? What?).
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Bleh my only really arena-ready toon on Freedom is my Rad/Therm.
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Because Grav has another cage, Wormhole, and a pretty solid pet. You aren't going to be putting out any significant damage on a Grav/FF (or anything /FF really) so you might as well play to your strengths and just work as a disruption toon.
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41 points before DR which is enough to stop everything short of Gale and Force Bolt, and since those powers are rare in PvP these days it basically means I don't get KB'd, which is reeeeeeally nice. By contrast, my Emp is just running SOs which means I've only got Acro, and he's a pain to play when there's lots of knockback floating around.
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Quote:Mechanically, I mean the ability to turn off heal decay and travel suppression. Those were both changes implemented to "balance" builds and PvP in general but all they did was put more emphasis onto damage spam and quick-recharging attacks (to see what I mean, try going up against an EM Blaster in an open area in zone without any real support and see how long you last before you've got to phase or Hibernate). Arena matches are generally run with those options off because, quite frankly, they suck. I don't know of any other game that has anything like heal decay, because it just becomes a contest to decide who can deal the most damage fastest.So I hear. That is precisely why I'm not going to any PvP zone anytime soon. Although I'm not entirely sure what you mean by the Arena being better in terms of mechanics. Does Arena function differently than regular PvP zones? Aside from the fact that you can set rules, obviously.
EDIT: On a side note... I modified my build. Took the idea from Black Barrier's build and tried to follow the same principles within my own fund limitations. A few tryout matches at the Arena today, I found out that with Focused Accuracy and Tactics running I could hit stuff about 2/3rds of the time with about a 40% Accuracy boost in the powers themselves. So I have a lot of focus on accuracy in my build... I read somewhere that on corruptors you need to aim for 1500 HP minimum.. I got up to like 1485 lol. The build also includes about 20% damage bonus, and 45% Recharge bonus. This is what I came up with:
P.S: I skipped Phase Shift on purpose; no phase shift for me please. Besides, I like the resistances that Tactics and Assault provide :P
Vengeance is only there as a place holder for the LotG. I doubt I'd get chances to use it, at least no where often.