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Posts
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It's kind of funny how people think this will make their builds tighter on slots.
3 extra powers also means three extra free slots. That means you potentially can take powers to simply act as global IO mules. This now makes it easier to get your 5 Gamblers or however many knockback IOs you require. -
Fire/Cold does a good bit more damage than Fire/Dark, it just takes longer to get there.
Fire/Kin and Fire/Cold are where it's at. -
Flash Arrow, Glue Arrow, Disruption Arrow, Acid Arrow, Oil Slick.
Fire Blast, Fire Ball, Rain of Fire, Aim, Blaze, Fire Breath*
This could actually be a pretty decent farmer with the reliable -tohit from Flash Arrow along with a fair amount of defense. And of course the slows, -res, and Oil Slick will pair nicely with RoF to wipe mobs fairly quickly.
*Some don't like Fire Breath. Those people are crazy in my opinion. It does a ton of damage. -
I think my Fire/Dark (and most Corrs for that matter) will really like Power Build Up.
I'll now be able to herd a bunch around a corner, pop Power Build Up and not only do more damage when I jump out, but be safer doing it with the increased defense and tohit debuffs. -
Personally, with Aim, Sleet and Infrig, I see no reason why Benumb would really need any more than 1 acc IO (perhaps even none). It's only -really- useful against AVs and in that situation you can properly line up Aim -> Infrig -> Benumb (on top of Sleet being perma if not stacked) every time. That's about as much accuracy as you'll ever need.
Also, do you guys actually use Flares on these high end builds? I can't see that power being useful with 90+% recharge.
I think you've underslotted key powers and took too many powers that are next to useless and slotted them up just for set bonuses.
This build is pricey but I like the look of it. All of the procs makes for an impressive AoE blender.
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I've played a lot of corruptors and overall I find /cold to be the best. It just has the best combination of buffs and debuffs and requires no maneuvering to utilize them to their fullest potential. You're just as good steamrolling through mobs as you are with slower paced teams.
That said, Fire is pretty far beyond any of the blast sets and it happens to pair rather well with /Cold. -
Seeing Costumes up there at number one worries me a little. Costume pieces are nice, but ultimately don't add much to the game. Having played avidly since launch, I can say without question, new zones, new missions, new enemies, new things to do are by far the most healthy additions.
Wings are great until you remember that you stopped playing because the game has gotten boring, not the costumes.
I guess I'll pick PvP in hopes that it'll get some love.
Just my 2 cents. -
[ QUOTE ]
Lemme be the first to say - we need a PvP zone where such rules are implemented.
So many greens and BF's get popped in pvp it's beyond silly...
but: Good Fight. Good Night.
[/ QUOTE ]
Don't hate the player, hate the game. I know it sounds cheesy but it's true. Mez's are an "I win button" most of the time if you can get yours off before they get theirs off (Assuming you don't have status protection, like most ATs). Are you supposed to accept defeat every time you get held/disoriented? That sounds less like honor and more like stupidity.
I hate that all my "squishy" toons have to rely on an inspiration to be effective in PvP, but it isn't my fault, it's the game's...
I mean, just look at that fight against the Warshade. Aside from going into Dwarf Form (and not every AT has a dwarf form) did that Warshade have ANY chance whatsoever against an EM Brute without using Inspirations? Hell no. Inspirations are there as a balancing factor. It sucks, I know, but it's what we're stuck with. -
You know, you could joust and stun a Stormie even before the latest nerf...
As long as the Stomie was on the ground you could joust and stun them with Super Speed. The latest nerf has just made it easier.