-
Posts
555 -
Joined
-
Again, not really played a sonic, but going by the other sets, the only "must haves" are the 3 single target blasts and Aim (or whatever the sonic one's called...Amplify?). The others come down to what you like doing. Solo a lot? Take the cone sleep. The disorientate would probably be very useful for PvP and so on...
-
Well, I've never really played as a sonic (L 10 in CoV beta
), but I've seen a few around, so here are my thoughts:
Primary - Nice signle target based set (* see end of post for some numbers). I can imagine the res debuff synergising very well with scourge for burning down tough enemies. Cone knockdown is nice *if* you take the time to learn how and (more importantly) when to use it, the sleep probably won't be great in groups, but I can see it being very useful for soloists and a disorient is always ncie to have
As to the secondary, well, sonics are one of my favourite to group with (pity they're so few). Siphon is an OK power - not worth it on minions but it makes a difference on bosses and especially AVs. The single target shields are your bread and butter when it comes to defnese. Reducing the damage people take is always nice. Cage...hmmm...single target DS? No thanks. I'll just kill itDisruption Field rules. AE res debuff around an ally is sweet. Just don't put it on stalkers as it will drop their hide when they get near mobs. Dispersion is wonderful too - PBAE toggle res buf, and, more importantly status protection that affects you (most corrs can't protect themselves). No idea about Repulsion, Clarity is useful for those peeps who run out of dispersion (pity it comes so later, or you could use it for annoying controllers in PvP - run around Sirens giving it to everyone
), and finally you have Liquidify, which is again something I've never seen, but it sounds like it's similar to the Earth controller power Earthquake. Which rocks
Ah hell....now I wanna make a sonic/sonic corr...
Rght, those numbers I promised - these are from hero builder so they might be wrong, but it should be resonably close:
Sonic:
Shriek: 2.78 BI/3s recharge
Scream: 4.44/6
Howl: 5.89/10
All with a 13% res debuff
Ice:
Bolt: 2.78/4
Blast: 4.55/8
Bitter Blast: 6.33/12
Energy:
Bolt: 2.78/4
Blast: 4.55/8
Burst: 5.22/10
Fire:
Flares: 1.95/2.18
Blast: 3.61/4 (including DoT)
Blaze: 7.13/10 (including DoT)
So, as you see, it's pretty comparable with the others. -
AFAIK the only way to get perma-AM is to have outside help in addition to Hasten - another AM or a kineticist with Speed Boost.
-
[ QUOTE ]
[ QUOTE ]
As to Tar Patch, the res debuff makes a significat boost at higher levels. I don't know the exact numbers, but mobs dies significantly quicker when I've got it on
[/ QUOTE ]
I'm not sure about this, but I think that the res debuff stays the same through all the levels. It's the damage at higher lvls that much more... well, damaging, thus more of it get's done to the target(s).
[/ QUOTE ]
I just meant it makes a significant boost to my killing power -
Rads defense bypassing is, as you expected, effectively an ACC boost. So, yeah, a single ACC should be enough. Though if you can find space, I'd still say take Tactics (as THBuff>>>Acc)
Although I've not played with Rad that much (level 15 Corr in beta) from what I can gather, pretty much all the powers are good. You can build a good single target build with Neutron Beam, X-Ray and Cosmic Burst, or go the AE route with Irradiate, Electron Haze and Neutron Bomb, plus theres a decent snipe, Aim and your obligatory nuke. Hell, you could take em all
As to Tar Patch, the res debuff makes a significat boost at higher levels. I don't know the exact numbers, but mobs dies significantly quicker when I've got it on -
[ QUOTE ]
Without having read the whole thread....
Corruptors damage dealers or healer? Both of course.
Neither can be compared against the other they are a combination of both as raven has said. They have to be considered as a completely different class
[/ QUOTE ]
Actually, the original question was about using heals vs buff/debuffs.
Frankly, I have no problem with people who want to make their Corruptor as a Blaster. But if they take powers from their secondary, I expect them to use them. And that includes your level 1 power even if it's the only one you take. If you really want to go all out blast, take sonic as the secondary, as the level 1 power helps you damage things, and no-one will complain when you don't heal (and if they do, they're an idiot, as it's obvious you can't...) -
Thats even worse than not taking them. If you've got shields you gotta use em
-
Agreed. I love my darkie, but she's crap at PvP. The dark primary is severely lacking in damage - Dark Blast is about average for a L1 power, Gloom is above average damage wise, but it's a DoT - so far, it's OK, but where most other sets get their third single target blast, you get Life Drain, which sucks, and your cones, while not awful, are only really effective when they hit multiple targets...
-
[ QUOTE ]
Plus it misses occasionally.
[/ QUOTE ]
Heh...was playing a couple of nights ago and some guy in my group was annoyed that I "wasn't healing" when we were fighting mobs 4 levels above me and TG kept missing. I told him this, and he replied something along the lines of "Well, who's fault is that?" So, I replied "Well, yours actually, if you would turn tactics on, I might be able to hit..." He shut up, turned it on, and suddenly he got healed -
Aye, I believe we're aropund 75% of blasters damage.
-
Nice....now put in teammate targetting with the numpad (so you press 1 and it targets teammate 1 and casts both shields on them) and you're sorted
-
Pretty sure NF is 5% too...TT might be higher (10% perhaps?)
Oh and Fearsome Stare was 20% for defs, so probably 15 or so for us -
[ QUOTE ]
What's the base accuracy debuff (unslotted) for the Blast and Gloom?
[/ QUOTE ]
5% I believe. So don't bother slotting it. -
Well, Ateria's up to 31, so I can make a reasonably educated stab at this. Basically I find myself agreeing with Dead_Calm on most of the powers. My build (so far and planned) is:
01) --> Gloom==> Empty(1)
01) --> Twilight Grasp==> Empty(1)
02) --> Dark Blast==> Empty(2)
04) --> Darkest Night==> Empty(4)
06) --> Tar Patch==> Empty(6)
08) --> Tenebrous Tentacles==> Empty(8)
10) --> Hover==> Empty(10)
12) --> Night Fall==> Empty(12)
14) --> Fly==> Empty(14)
16) --> Swift==> Empty(16)
18) --> Health==> Empty(18)
20) --> Stamina==> Empty(20)
22) --> Fearsome Stare==> Empty(22)
24) --> Shadow Fall==> Empty(24)
26) --> Assault==> Empty(26)
28) --> Tactics==> Empty(28)
30) --> Petrifying Gaze==> Empty(30)
32) --> Blackstar==> Empty(32)
35) --> Howling Twilight==> Empty(35)
38) --> Dark Servant==> Empty(38)
Can't be bothered to do slotting, so here are a few notes on that and the powers I've cohsen:
Moonbeam: If you want it, drop dark blast. Personanly, I'm not a big fan of snipes, especially as I'm low on attacks anyway, but if you really like them, then thats the only real space I can find early on - if you want it later, drop HT.
Howling Twilight: I'm only planning to take this cos I can't really see anything better to go at 35. Frankly, I can't even think of half a dozen times when it would've been useful so far.
Leadership: Assault = damage. Which is something you don't have a massive amount of (you're not awful, but you aren't great), so any extra is nice. Tactics = To Hit Buff, which is awesome (far better than accuracy, especially in PvP or against high level mobs)
Petrifying Gaze: When I first got this, I was hugely dissapointed, but after playing around in that mass PvP on Sunday, I changed my mind. Even unslotted, it was so useful to be able to take a squishy out of the fight even for a short duration. With a couple of Hold SOs in it it should be pretty good.
Blackstar: Is it worth it? Dunno yet. But it's your nuke, so you gotta take it
Slotting:
TG 6 slotted is a must - personanly I'd say 2xACC, 2xHeal, 2xRech - Acc is a must, even with tactics, as you can ill afford for this one to miss, as to Heal vs Recharge, I go for an equal balance because I want to be able to heal a good amount, but theres no point in having a 600 point heal in 3 secs when the brute is on 50 health and getting hit.
DN is easy - 3xToHitDebuff and as many -end cost as you think you need (I've got 2)
Attacks - the ideal is 1xAcc, 3xDamage, 2xRecharge, but that's probably pushing it. A nice balance is to stick 3 extra in each and leave out the recharge, then if you have extra slots, put them in your fave - TT could perhaps be slotted for range or ToHitDebuff too, but I'd stick to increasing your damage output.
Fearsome Stare: Anoher hard one to slot, as there are 4 useful things - Acc, Rech, Fear, ToHitDebuff (possibly even 5 if you want to consider a range enhancer in there). IMO, 1 Acc and 1 recharge are a must, thew remaining 4 slots (you are 6 slootting this aren't you?) should depend on your playstyle. If you find your in a large group with lots of AEs, skimp on the fear and load up debuffs and recharges. If you find the fear effect useful, load up on that.
With the rest, just see what you've got - Shadow Fall gives you a decent res bonus out of the box, but increasing it (and lowering the end cost) is always nice, Tar patch doesn't need any, but spares can aways be used ito decrease recharge, which is nice. Assault doesn't need anything beyond a -end cost, tactics gets the obligatory -end cost, 3xToHit, petriyining gaze gets as many hold and recharges as you can fit and I ain't got fluffy yet so I can't say -
Started yet another alt over the weekend - went for a stone/stone brute this time. I'm up to level 12 and loving it. I know what my build is gonna be up to 20, so I thought I'd see what you lot think, and see what you suggest for post-20
---------------------------------------------
Exported from Ver: 1.7.2.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 22
Archetype: Brute
Primary: Stone Melee
Secondary: Stone Armor
---------------------------------------------
01) --> Stone Fist==> Empty(1)
01) --> Rock Armor==> Empty(1)
02) --> Heavy Mallet==> Empty(2)
04) --> Earth's Embrace==> Empty(4)
06) --> Swift==> Empty(6)
08) --> Teleport Foe==> Empty(8)
10) --> Mud Pots==> Empty(10)
12) --> Air Superiority==> Empty(12)
14) --> Teleport==> Empty(14)
16) --> Rooted==> Empty(16)
18) --> Health==> Empty(18)
20) --> Stamina==> Empty(20)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Fury==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
(too lazy to do the enhancements)
Notes:
No Stone Mallet? Yep. It's too slow to be used for getting fury (I played around with a stone/stone for half a dozen levels in beta), and HM and later Seismic Smash should be enough when I need the massive hits.
Air Sup. God, I wish I'd gotten this at 6. Not a power I'd ever used before. Went for it cos I thought it might come is handy for PvP (TPFoe -> AS -> HAMMER!) and it might be useful for building Fury, but god damn it's amazing. Damage and recharge are similar to Stone Fists, but that knockdown is brilliant. With a couple of -recharges I'll be able to keep an enemy on his backside permanently.
So what next? Sesmic Smash is an obvious choice, or maybe brimstone armour. From my experience most fire or ice attacks also have a S/L component so, seeing as I'm def-based pre-38, will this make up for not taking BA, or should I take it anyway? And what about the otehr armours later? Or should I take taunt? Is it any use for a brute? Maybe even fault to use as an opener to stop a nasty alpha strike... I'm overwhelmed with things to chose. -
[ QUOTE ]
Please take it, for Cthulhu's sake take that awesome power ohh and be prepared for an agonising and painful demise when they all the enemies turn on you because you used it too early
[/ QUOTE ]
Hehe...I got my second damage taken badge long before I got even my first healer badge (and I don't slack on healing) -
So I felt like starting a stalker, and went for spines/regen (mainly to be different from all the ninja/ninja or MA/ninjas..), and though I'm only up to level 6, it seems fun
The one thing I am a little worried about is my lack of single target attacks - from my (very) limited experience of a spine scrapper in CoH Barbed Swipe is awful, and, while Spine Burst is wonderful, it's recharge and end cost are too high for killing single mobs - leaving me with just lunge until level 18. So, I was wondering whether Air Superiority is any good for a stalker (I'd take it a level 8). It would cover my travel power preq (I was originally going CJ/SJ, but I'd be happy with fly) and the knockup should help mitigate some damage when I'm scrapping. Thoughts?
Also, to save me starting another thread, what is the chance of a critical when using AEs from Hide? I run into a group of 5-6 mobs, use Spine Burst and usually get 1 critical, 2 if I'm lucky. Is this normal? -
Never tried traps in PvP (my AR/Trap is only level 9
), but the obvious tactic muct be to set up a nice set of traps and TP Foe someone into it
-
I see your point Jemma...and I agree with you, healing is fun. I'm not saying people shouldn't heal. I just wish they'd use the shields too
-
I'm not convinved by any rez - sure, they're useful, but the shields (and otehr defensive powers in other sets) will help the people dying in the first place, which, IMO at least, is far more useful than rezzing (just bring a few awakens...). but then, I'd probably even go as far as to say take shields over heals. Prevention > Cure.
Actualy, another point I've just thought of is that the shields are great for a blast orientated F/T, as you can whack em up before a fight then spend all your time (and end) blazing away -
Take the shields..please, take the shields...
(look at my "Character builds.." thread if you're wondering why - if you need to get rid of something, the rez is an obvious choice, keeping people alive is much more important) -
If you gave dominators secondaries like thermals, then they'd be controllers, which would be kinda pointless
I kinda like the corruptor as it is - nice damage, with a collection of heals buffs and debuffs (all of which should be used...) in the secondary -
^I think you've kinda missed my point Cow, these corruptors had plenty of attacking power, what they lacked was the non-healing powers from their secondary - even those ones that would make healing a hell of a lot easier (shields, debuffs...)
-
Aye, DN ain't a particularly end-heavy toggle, plus you'll be saving end by not having to use TG so often
-
[ QUOTE ]
None of my characters are even close to lvl 26 yet, but from what I can figure out at that level you have 15 powers. If you use 2 on the heals in thermal, and 1 on the res, and then 2 on the shields, that makes 5. Add 2 powers from a travel pool, and perhaps 2 on the way to stamina. And then there are 6 powers left over. With the 2 basic single target attacks being highly imported that leaves 4 remaining powers.
Some people might wand more pool powers and a few more from the primary sets, then dropping 2 shields might be tempting.
Personally, I plan to eventually take the two shields with my thermal corruptor, but I like a support role. Some might want a more offensive role.
There could also be the stamina issue. Having several activate able powers running might give some a feel that they do not have enough stamina.
[/ QUOTE ]
I can sorta see what you're getting at, but if I was making a thermal, I'd take at least the 1st shield (with it's all important smashing/lethal resist) before I even took a second heal, let alone something as situational as a rez. Preventing damage (and death) > curing it.
And I wouldn't say shields are that end hungry (at least, ice sonic and FF ones aren't...), you're only casting em every few minutes.