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Posts
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I don't think there's much synergy between mind and energy, to be honest. Really, your secondary does 2 things for a Dominator:
1) Damage. This is the no brainer, most every secondary can bring it here.
2) Stacking magnitude with your primary.
For Mind/Nrg, you've got Confuses, Sleeps and Holds in your Primary, and stuns/knockback in your secondary. No stacking effects to speak of.
Fire doesn't have any secondary effects at all, but it DOES deliver the most damage of all the Dom secondaries, and dead mobs don't need to be controlled. If I were you, I'd definitely go with Mind/Fire over Mind/Energy. Mind has an embarrassment of riches in the control department, so really, damage is mostly what you need out of your secondary. Earth/Fire is also a strong pairing.
IMO, the only primary that synergizes really strongly with /Energy is Gravity. With Wormhole, you can teleport a boss right under your feet, then set up an immediate Total Focus, safely delivering a Mag 6 stun to any one target, while putting Mag 3 on all his escorts. -
For God's sake, drop Beanbag, it's terrible. Anything you can stun with beanbag you can just kill outright on the opener with Sniper+Burst. If you're taking the stun just to slot Absolute Amazement, get Gravitational Anchor, which should be cheaper anyway. Sting of the Manticore on Sniper + Gravitational Anchor on Web Nade >>> Absolute Amazement on Beanbag + Enfeebled Operation on Web Nade.
Other stuff: You didn't take a Patron. I highly recommend Black Scorpion for scorpion shield and web envelope. Double stacking your web effects lets you immobilize a boss plus his escorting scrubs, then proceed to burn them silly with Ignite and Flamethrower, plus Full Auto for full measure. -
The stun from suppressive fire is as good/bad as any blast primary control. It's a 100% chance of a Mag 3 stun/hold, depending on which ammo you're currently using. Really, I find them to be a waste of time. They do negligible damage, need to be stacked on another hold/stun from your secondary to hold bosses. Everyone else, you're better off just killing them.
Honestly, if you want to turn everyone into a pinata, just play a Dominator/Controller. -
When taking into account the faster recharge and lower endurance cost, Empty clips is pretty competitive with Bullet rain, especially when you're not on a huge team and therefore guaranteed to get target capped. YMMV.
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Sorry, I guess I didn't read the OP thoroughly enough. Ah well. I'll offer up Radiation as a solid pick. Tentacles the Mace Mastery patron immobilize will keep your toggle anchor and all his buddies in place while you rain hot chocolate goodness on them.
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The Corrupter is what the Offender was meant to be. 15% more damage than a defender, plus scourge. Your debuffing isn't QUITE as good, but the extra damage more than makes up the difference. The tougher the enemy mobs are, the better scourge gets, whereas most of your debuffs will be shrugged off by EBs and AVs.
My only advice: Have respecs ready to de-slot your old Defender. Once you get your corrupter to 50, you'll never look back. -
Dark/Storm. How is this even a question? Dark Pit plus Thunderclap means you get an Mag 4 AOE stun on a 60 second cooldown, one of the best synergies in the game. The self-heal from your primary makes up for one of Storm's biggest weaknesses, no self-heal. Throw on a Spiritual Alpha slot and you're buffing your recharge, heals and stuns, which, incidentally, are your mainstay soft control. Anything that resists stuns inordinately will be quickly at the accuracy floor, courtesy of hurricane and the debuffs from Dark, in the rare instance they'll be standing anyway.
Freezing Rain blows Tar Patch away: More effective vs. flyers, built in damage, and faster base recharge. And don't get me started on the pure, liquid awesome that is Lightning Storm. -
So the idea here is to survive as a hoverblaster/buffer/debuffer, with perma-hasten and perma-AM. She's got 117.5% global recharge, which, combined with 3 slotted hasten and AM, should be enough to have it on all the time, even accounting for the odd recharge slow effect hitting her. With Assault, AM and 9% damage from set bonuses, she's got +44% to damage, outside of ED, and that's before her alpha slot, which will almost certainly be Musculature.
I opted to put 2 purple sets in there, but since they're the non-damage sets, they should be modestly affordable. The Luck of the Gamblers will be supplied by Villain Merits, which I'm farming on my dominator (and this character, who's currently level 29). Panacea might be a tricky get, I may have to downcheck that to a less awesome set. We'll see.
For the infinite of cash, here's the fully pimped version, complete with every purple recipe that can be gotten:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kick-Murder Purple: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(36), Apoc-Dam%(39)
Level 1: Radiant Aura -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/EndRedux(7), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(36), Panac-Heal/+End(40)
Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 6: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(11), Flight-I(11)
Level 8: Fly -- Zephyr-ResKB(A)
Level 10: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/Rchg(37)
Level 12: Empty Clips -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg(39)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 16: Swap Ammo
Level 18: Executioner's Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 20: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(21), TmpRdns-Acc/EndRdx(21), TmpRdns-Rng/Slow(43), TmpRdns-Acc/Dmg/Slow(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40), LkGmblr-Rchg+(42)
Level 26: Piercing Rounds -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(43), Posi-Dam%(43)
Level 28: Choking Cloud -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Hold(29), UbrkCons-EndRdx/Hold(29), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(42)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(33)
Level 32: Hail of Bullets -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
Level 35: Vengeance -- LkGmblr-Rchg+(A)
Level 38: Mutation -- RechRdx-I(A)
Level 41: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
Level 44: Scorpion Shield -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def/Rchg(46), RedFtn-EndRdx(46), LkGmblr-Rchg+(46)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
Level 16: Chemical Ammunition
Level 16: Cryo Ammunition
Level 16: Incendiary Ammunition -
Just ran across this thread in my research. Since nobody's posted a build, and I'm currently working on this combo, here goes:
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kick-Murder Normal: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Pistols- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (34) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (39) Achilles' Heel - Chance for Res Debuff
- (A) Panacea - Heal/Endurance/Recharge
- (7) Panacea - Heal/Endurance
- (7) Panacea - Endurance/Recharge
- (36) Panacea - Hea/Recharge
- (40) Panacea - +Hit Points/Endurance
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (37) Decimation - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (11) Flight Speed IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Dark Watcher's Despair - To Hit Debuff
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Recharge
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Chance of Damage(Energy)
- (A) Endurance Reduction IO
- (15) Endurance Reduction IO
Level 18: Executioner's Shot- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (50) Decimation - Accuracy/Endurance/Recharge
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Tempered Readiness - Accuracy/Slow
- (21) Tempered Readiness - Endurance/Recharge/Slow
- (21) Tempered Readiness - Accuracy/Endurance
- (43) Tempered Readiness - Range/Slow
- (45) Tempered Readiness - Accuracy/Damage/Slow
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Red Fortune - Defense
- (25) Red Fortune - Defense/Endurance
- (25) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense/Recharge
- (40) Red Fortune - Endurance
- (42) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (27) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) Unbreakable Constraint - Accuracy/Hold/Recharge
- (29) Unbreakable Constraint - Hold
- (29) Unbreakable Constraint - Endurance/Hold
- (42) Unbreakable Constraint - Accuracy/Recharge
- (42) Unbreakable Constraint - Chance for Smashing Damage
- (A) Adjusted Targeting - To Hit Buff
- (31) Adjusted Targeting - To Hit Buff/Recharge
- (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (31) Adjusted Targeting - Endurance/Recharge
- (33) Adjusted Targeting - To Hit Buff/Endurance
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Gravitational Anchor - Immobilize/Recharge
- (48) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (48) Gravitational Anchor - Accuracy/Recharge
- (48) Gravitational Anchor - Immobilize/Endurance
- (50) Gravitational Anchor - Chance for Hold
- (A) Red Fortune - Defense
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance
- (46) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (17) Performance Shifter - EndMod
- (17) Endurance Modification IO
Level 16: Cryo Ammunition
Level 16: Incendiary Ammunition -
Yes, fair point. Personally, I never complain about that, unless the party is being horribly killed as a result. Killing them quickly is why I threw the anchors on in the first place.
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It's a build that really doesn't have much in the way of synergy, though it's obviously thematically appropriate. One trick that will burn tough to kill bosses is Electric Fence + Tornado + Voltaic Sentinel + Lightning Storm.
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I find that it's the rare player who is overusing their support powers and needs to just blast more. YMMV. That said, I agree. My only point was that in a big team, you're likely going to see far more effect on your team's total output by running assault and throwing Enervating Field (for example) on each spawn than just spamming your aoe powers.
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I'd go with Fire/Thermal with that group makeup. Your brute lacks a self-heal, and triage beacon is no great shakes. Fire has 2 great heals, some amazing team buffs, and a pair of EEEEVIL enemy debuffs for when the AVs show up. Don't worry about throwing buffs on every MM pet, that will make you crazy in no time. Instead, keep buffs on each player and the MM's biggest bot. Learn to keep buffing between fights, and that leaves you free to throw fire throughout every fight, only pausing to heal when your party is looking shaky. 3 slot hover so you can position yourself above the bot-mob and hit all of them.
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This is why I chose radiation instead of dark for my DP/ corruptor. Lingering Radiation helps keep your anchor packed in tight, and taking the Mace Patron throw web envelope on top to keep everyone in range of your toggles. Not that Dark is a bad set, but the lack of a strong slow really hurts. And no, tar patch doesn't count, flyers scoot right off it.
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Quote:That's somewhat true, though really not all secondaries are created equal. Some are solo-capable, others are VERY team dependent. Kinetics absolutely falls in the latter category. You've got some incredibly strong team buffs, but not much in the way of defenses. Your best bet solo is to just keep stacking the siphon power/fulcrum shift stacked up as much as possible and drop mezzers as quick as you can manage, and keep a stack of break frees handy to cope when you can't drop them too fast.
my experience with the game is that it is intended that every skillset/build has weakness holes, that should be compensated through other means, inspiration or support of teammates. -
The great thing about Scourge is that it really encourages you to play your class roll properly. Early on in the fight, you should be using powers from your secondary to debuff the enemy. Once you're done with that, your teammates should have the mob into scourge range.
The important thing to remember about the corrupter, and really any support class, is that your personal damage isn't nearly as important as the effects your powers have on team damage. -
I'll also vote for Grav/Energy. That's my main character, and it's a fantastic combo, although it's somewhat of a late bloomer. You have to treat your dom as a single-target blaster for much of her early career. Pick up Gravity Distortion, Lift, Power Bolt and Power Blast early. Later, when you have access to Singularity and Wormhole, you can change your playstyle a bit to mix it up in melee, grabbing bone smasher and total focus. Skip whirling hands, it's complete moist garbage. This is a single-target heavy playstyle while solo, and when grouped, you'll be focusing on using your controls to keep the enemy team under wraps.
Gravity's got some awesome features which a cagey player can abuse. One, a lot of your powers come with -fly. Now this won't work on some enemies (Longbow ambushes in Mayhem missions, for example), but most of the time it will let you hang above the battle in relative safety as you dispense damage and controls. The gravity immobilizes don't confer knockback resistance, which makes a fantastic synergy with ice/earth controls. Energy is a very complimentary secondary, with knockback helping to deliver soft controls to beef up early survivability, power boost to help stacking magnitude on resistant targets, and solid single target damage to thin enemy numbers quickly, reducing the load on your control powers.
PS: Grab leadership, and in particular vengeance. It's a great teaming power anyway, but power boost plus vengeance STOPS teamwipes dead. -
This won't function nearly as well as a defender-based sapper will, because Corrupters have a lower coefficient for the innate endurance drains from your powers. My advice is to go blueside then go rogue if you want to play a sapper red-side.
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Lots of good options, imo. Ice/Dark gets ample holds, a beefy heal, and lots of accuracy and damage debuffs. Ice Rad is more of a mixed bag. A little bit of everying: Damage debuff, resist debuff, accuracy debuff, slow and some weak holds. Also, your primary's fast animations synergize well with Accelerate Metabolism. Cold is a very team-focused set. If you don't mind leaning heavily on your primary, it can still be played solo, but your shields are best used to make your group untouchable, and Tier 9 secondary is devastating by all accounts.
The one I wouldn't recommend is trick arrow. It's really no better than rad or dark, with the added penalty of redraw. TA's main strength is with a primary which can dispense fire damage so your oil slick arrow turns into a huge burn patch. That's not happening with an Ice Primary. -
Quote:/boggle
The short range on Executioner's Shot is very annoying. I've wasted lots of time standing around waiting for it to go off, but it often doesn't because of range issues. I've respecced out of it in my latest build.
Executioner's shot has the same range and damage as power burst, cosmic burst and blaze, and similar damage. It's a savage, high damage attack and its range suits radiation's strengths very well. Hail of Bullets, Choking Cloud, Radiation Infection and Enervating field all have tight ranges, so it's actually quite rare to find yourself operating outside range 40 when soloing, and as for grouping, if you can't be bothered to shift closer to use your biggest attacks, your group contribution will be pretty feeble.
As for the output of dual pistols, I'm quite happy with it. It's no match for fire, of course, but fire is the best damage primary available to corrupters. However, the AOE tools in the DP set are fast animating and quick recharging. Sure, they don't boast huge numbers, but that constant spray of bullets really adds up over the course of a fight. Of course, if your aim is to one-shot minions in a single attack cycle, then yeah, you're in for a disappointment, but I'm not aware of any corrupter set that can bring off that feat without huge investments in expensive IO sets. -
Just one thing: Change out Efficacy Adapter for Performance Shifter in Stamina.
Performance Shifter's chance for +end proc has a 20% proc chance every 10 seconds, that works out to an average of 0.2 endurance per second, far, FAR better than the 0.03 end/second you're getting from Efficacy Adaptor's set bonus. -
Quote:Disagree. Put damage procs in your immobilize. Hold procs are nice against bosses for stacking mag, but for minions and lieuts, they're too unreliable to be a part of your mitigation strategy. Every dom primary has soft control options that should be more than adequate for keeping the volume of incoming fire low.
Having one out of every three enemies you immobilize be held as well, is a massive help.
A good combo for any AOE immob is Positron's Blast for the 5 piece set bonus and the damage proc, plus trap of the hunter. Slotted that way, it's quite cost effective to throw as a damage power on groups of 3 or more. -
If you're looking for a class that has amazing AOE, I'd recommend a blaster, corrupter or a brute. Doms are predominantly single target, though they do have an AOE power sprinkled about here or there.
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Well, I'm a big fan of leadership. I have assault, tactics and vengeance on my Dom, and they're all GOLD. Assault boosts my own damage, the bubble's and all my team. Tactics gives a solid to-hit buff and protects against blinds (I'm looking at you, Night Widows), and Vengeance is virtually mandatory with a set that boasts Power Boost. You'll stop teamwipes in their tracks, and it's a great spot to jam a Luck of the Gambler +7.5% global recharge IO when you can afford it.
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STORM. Seriously. Storm already has tons of knockback effects, so the knockback from energy will pale by comparison. This combo boasts tons of soft control in the form of knockback, as well as crippling debuffs.
As others have pointed out, this combo is very chaotic, but tons of fun and quite effective.