Smashmaster

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  1. I have both a Fire/Dark and a Fire/Rad.

    Fire/Dark is safer, but Fire/Rad is more fun!
  2. Quote:
    Originally Posted by Greekfyre View Post
    I have a mercs/traps MM and he just feels so slow.

    I am looking for something that kills at a decent rate for the entire game...and is a good combo.
    Humm, I'd say it's the /Traps side of that equation that is slow.

    My Mercs/Dark doesn't feel slow. Tar Patch FTW!
  3. Sapping can work, but after lvling up both a Elec/Elec, Elec/Kin and a Kin/Elec, I have to say the best way to make it work is to work with another sapper. Get a friend to lvl pact you with a pair of Elec/Kins, it will make a great duo.
  4. Im working a DM/INV, currently at 28.

    No Fitness pool, kickin **** and having fun.

    Don't know if it's "TEH BEST!!!1!" pairing, but it certainly works. Especially on small to mid sized teams.
  5. DM/SR has hoops of synergy. The obvious synergy of having the -ACC debuffs effectively buffing the DEF of the SR can't be denighed. Quickness helps Dark Consumption and Soul Drain come back that much faster. But there is something else. DM/SR doesn't need to take the Fitness Pool. With Dark Consumption and the lack of END eating AoEs, a DM/SR develops faster without it.

    I made a DM/SR back in late I7, well before IOs came out, and it worked pretty well. With IOs, it works even better. I did it with my DM/SR stalker, too.

    The biggest advantage to be gained my skipping Stamina is, of course, a build that can take the SR passives much faster.

    Basicly, the build goes like this:

    Everything in DM except confront.
    Everything in SR.
    CJ, SJ and Hasten.
    3 from Darkness Mastery or 3 from Energy Mastery, and a wildcard at 49. (I like Super Speed)

    Enjoy your new toon, and welcome back!
  6. Smashmaster

    This blows!!!!!!

    Right there with you. Looking forward to checking out how my creaky old system handles Ultra.
  7. Great combos I endorse:

    Sonic/Dark (you know this already)
    Fire/Dark
    Dark/Dark
    Rad/Pain
    Fire/Rad
    Ice/Storm
    Dark/Storm
    Elec/Kin (sapper)

    There are others, but those I know for a fact are strong w/o long development and expensive builds.
  8. To the OP: What do you want to do with your Rad/Pain?

    When start making a new design, I try and figure out what I’m trying to accomplish with it and how it will play. Is there synergy or antagonism between the power sets, and with power specific powers? Is the combo better suited to close in or ranged attacks? What mitigation does it have? What powers are often skipped/never skipped and why?

    With Chemical Burns, my Rad/Pain, my initial reason for rolling her up was because I wanted to check out Pain Domination. But what should I pair with it? Pain, of course, has "healz", but it also has Soothing Aura, World of Pain and Anguished Cry. These powers would imply that a Pain Corruptor would be best played closer to the action.

    I picked Radiation Blast to go with it because it has two large PBAoE attacks (and I had not made a Rad Blast toon since I4, a short lived Rad/Rad DEF). And, if I’m going to be firing off Irradiate with it’s -30 DEF debuff, I might as well make good use of Sands of Mu while I’m at it.

    As far as IO bonuses, I try and make what it does best even better. In this case I shoot for more damage, more regeneration, more healing and more recharge. Finally, because squishies who get in close are susceptible to lethal doses of mezzing, I picked up as much protection as I could from Assault, Tactics, Combat Jumping and Acrobatics.

    So far things have worked out pretty good. Soloing is satisfactory, and teams rock.

    But whatever you decide to do with your build, get Cosmic Burst. It is too important for you to skip.
  9. I have been running around with a Rad/Pain for the last couple of weeks, and it is a great combo.

    I call it an assault corrupter, because it gets in close, uses its buffs, debuffs, PBAoE attacks and the vet reward Sands of Mu.

    Yes, Assault with stack with WoP. The Achilles Heel proc is rather expensive, but yes it is very good idea to get at least one on your toon.

    Remember, +DMG powers boost, from Aim to WoP, boost the base damage of an attack. -RES powers, however, give a boost to ALL the damage the attack does.

    I.E. Your attack does 100 normally, and with Assault and WoP, for example, you would get 100+15+16=131

    BUT, you also had hit your target earlier and the Achilles Heel proc activated. Now you do 131*1.2=157 Not bad. Add Aim, +DMG Global IO Bonuses, and Anguished Cry, and you can see how a Rad/Pain can really make both sides of that coin jump!

    Now, onto the Rad/Pain build. Currently my Rad Pain is 32, and following this plan. It has one expensive item (the Numina's), but I plan to get that with Merits. Other then that it is going to be quite reasonable to afford. I got lucky early on and picked up the Touch of the Lady Grey damage proc from the BM for a very reasonable price, and have had that slotted for about 10 lvls. WoP is 6 slotted as you see on the plan, with most of the other powers still using SOs.

    Code:
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  10. Smashmaster

    Pain vs. Empathy

    I think people are making a mistake if they think Pain is supposed to be a "bad guy" version of Empathy. That is quite understandable, as it shares 5 (arguable 6) powers that are very similar. But World of Pain, Soothing Aura and Anguished Cry completely set Pain apart.

    Consider this: A defender can play a "pure healer", ie an Empath with all of the Empathy Set and only one of his blasts. He makes no effort to inflict damage for the team, he simply pushes buffs as soon as they come up and fires off Absorb Pain when someone's Green Bar drops. If somehow he gets some agro, he takes evasive action (run, phase, etc).

    I used to think this was a rather lame way to play, but after making a Plant/Emp (heavy on both), I now understand this mindset somewhat better. I have found Empathy a rather demanding set to play, not in the sense that its "hard", but in the way it is designed with all click powers. Maximizing the empath's buffs takes constant effort. I can't tell you how busy my plant/emp is, constantly pushing buffs, attacks, heals, controls, more buffs, more heals, more buffs.... it's a bloody mashfest. Not that I don't like my plant/emp, but it requires more of my attention then any other toon I have created, excepting perhaps my Kin/Elec.

    Pain does not play the same way. WoP is an "every fight" buff, AC is an "every fight" debuff, and Soothing Aura requires no attention at all. It effectively has no activation time, doesn't require much endurance, and has a worthwhile benefit to you and those near you.

    If you are trying to shoehorn a */Pain corruptor into a play style like a Pure Empath, then yes, you are going to shortchange yourself and your team. Pain is just not nearly as effective in that role to merit that kind of devotion.

    So, what is Pain good for then? OFFENSE! For you as well as for your cohorts. Be aggressive, get a primary that complements it (like Rad) and get up in your foe's grill and unleash your wrath upon them.
  11. Quote:
    Originally Posted by BlackBellatrix View Post
    This. Every since seeing Hot Buttered Soul's guide (awesome, a great read) I have been playing an Earth/Sonic. It offers incredibly solid team support and later in life, you and your pet become a pretty potent duo. Works rather well thematically too.
    I concur. Earth/Sonic is a very strong combo. Hot Buttered Soul's guide is a great place to start.

    How strong? I soloed the Psi CWK with my Stone/Sonic/Power at 42. You may not be impressed, but I have never soloed an AV before. It wasn't a tricked out build, just well suited to this particular challenge.

    Earth/Rad is of course an excellent choice as well. My Earth/Rad "scraptroller" was my fastest leveling toon ever, no farming involved.
  12. OK, then I guess the recharge required to get Neutrino Blot that low would be very high. Impossibly high I imagine.
  13. Effects start to recharge when they are fired off. Think about Hasten.
  14. I'm working on a funky build involving Rad Blast.

    My question is: How much recharge (taking into consideration server ticks) do I need for Neutrino Bolt to fire continuously?

    Anyone figure this out yet?
  15. Quote:
    Originally Posted by oriand View Post
    I've seen expressed in quite a few places the opinion that going rogue will mean the end of Defenders, because everyone will switch over to Corruptors. Every time I hear this, I wonder if the speaker and I are living on the same planet. In my limited experience, Corruptors are the weakest and most poorly designed of the archetypes.

    Caveat 1: I'm not talking about level 50 viability, or indeed the 38-50 game. I suspect Corruptors are probably among the BEST ATs at that level. After all, at that point they're essentially a Defender with higher damage numbers and Scourge.
    Some ATs may seem poorly designed pre 22. Tankers and defenders come to mind as hard to solo at lower levels. Brutes pre Stamina are a chore, and some are still a chore into the late 20s, early thirties. But a AT design can't be evaluated solely by its pre 20 performance. Some sets/combinations are slow starters but end as strong finishers. Others... not so much.

    Quote:
    (Which isn't to say I think Defenders will have no place at level 50. They have higher Defense and Heal numbers, epic power pools, exclusive access to Force Fields and Empathy, and most importantly they can skip the first power in their support sets.)
    I agree, there are plenty of reasons to continue to play defenders. Oddly enough, being able to skip their first power in their primary is not normally one of them. Most of them have a "must have" choice in their primary as their first power. I think it's more advantageous to have it the other way around. Corruptors don't have to take their first blast. Sometimes I take the first, others the second, while on others I have both. I find the 1st and 2nd tier blasts are much more beneficial to have choices with instead of the other way around.

    Quote:
    Caveat 2: The primary purpose of this post isn't to criticize the devs or ask for changes to be made, it's to look for advice on making the most of my Corruptors. I'm making the argument that the AT is broken largely in hopes of being proven wrong.

    Summary of the argument: Corruptors don't work because they're the only Archetype in the game who depend on their SECONDARY powerset to perform their PRIMARY role. (Arguably Tankers do too, but I don't play them either)
    You are wrong on both counts. I don't mean that as an attack, just stick with me.

    First, to the second point. Corruptors and Tankers, as ATs, don't depend on their secondary to do their jobs, any more then any other AT depends on either their primary or their secondary to do their jobs. Show me a toon that is built almost exclusively out of one of their two powerset, and I'll show you a toon that is, at best, gimped or a leach on their team. All good toons depend on both sets to do their job.

    Second, I think your impression of corruptors being weak arrises your limited experience with poor/slowly developing powerset combinations (see below). This is, I think, the root of your negative experience.

    Quote:
    What do I mean? Corruptors are billed as damage dealers by the in-game help text, and they share a primary set with blasters. But their damage abilities are actually pretty unexciting. Their attacks do comparable damage to those a Brute... without Fury. Lacking Build Up or accaptably powerful snipes, there's no way they can quickly kill dangerous targets like a Blaster;
    Corruptors are damage dealers, but they are most certainly not blasters. Blaster HAVE to kill things fast, its pretty much their reason for existence, as well as the key to their survival.

    Quote:
    Stalkers are the burst kings of CoV.
    I'd say of CoX.


    Quote:
    I haven't crunched numebrs but intuition tells me a level 6 mastermind's pets do as much damage as a corruptor--maybe he doesn't suprass the corruptor until level twelve.
    Not even close. MM do decent damage, but that isn't why they are fun/easy to play at the lower levels. But that is another subject entirely.

    Quote:
    And since the (much-needed) Dominator buff, they use the same powers Corruptors have with higher numbers, albeit fewer AoEs. In my experience, low-level Corruptors actually do less damage than any other VIllainous archetype. When they CAN kill things effectively it's because of debuffs that live in their secondary powerset.
    I don't know much about the new Doms, so I can't evaluate the bit about damage ratings. But I will say that the dominator also depends on the non-blast set to win. Dominators w/o control are not fun. Try a grav and you will see how much the lack of control hurts.

    Quote:
    One might reasonably ask what difference it makes. Isn't the distinction between primary/secondary more smeantics than game mechanics? After all, Controllers get a lot of value out of their secondary, and many Dominators and Tankers take more secondary powers than primary.

    Well, how, game mechanically, is a Primary set better than a Secondary? I'm discounting numbers, which are set by the AT itself, not the powerset. Actually a Primary and a secondary have only two differences: you can skip the first power of a primary, and you can get to the high-level powers earlier.

    How much this matters depends on the shape of the powerset. Some powersets start out easy as cake and add little cherries on top, while other are like intricate machines assembled one piece at a time. Defense sets, for instance, are typically front loaded. The Smashing/Lethal damage shield available at level ONE is typically the most effective power in the entire set.

    In my opinion, Blasting sets are the same way. The best attacks in the set are the first two blasts and the early cone or ball. Other attacks like the snipe, the control, or the second AoE add some utility and survivability but don't vastly increase the effectiveness. Even good powers like those extra AoEs and Nukes need good enhancements and other powers to support them that aren't available at low levels anyway.
    Blasts my be constructed from "bread and butter" powers, often available earlier on, but for the most part these are not "set defining", nor would I say they are the best. Most of those "extras" are what set a powerset apart from it's peers and define how a set plays and what it's strengths are.



    Quote:
    the Blaster AT has poor power selections by design, since his primary benefits are huge damage numbers, a good inherent, and moderate HP.

    A Defender is a whole different thing. Defenders have low damage, low HP, and an essentially worthless inherent. The only thing going for them is their power selection, which carries the entire archetype. Support sets tend to contain multiple game-changing powers. Picking up Speed Boost, Dispersion Bubble, or Sleet changes the game radically.
    In other words, Defenders are a "Force Multiplier". It's a general concept in many systems, RL and Virtual. The aircraft carrier is the dominant surface warship, but how many weapons does it actually mount? Hardly any. By itself, it is rather vulnerable, but as the center of a carrier battle group, it is quite a dangerous weapon system.

    Same thing with the Defender. Solo, it is rather a questionable AT. But put a couple of well played Defenders in just about any mix of a team, and they contribute more then just their numbers would indicate.

    Corruptors, in general, are very similar to Defenders. They should be as they have many of the same power sets. But make no mistake, they definitely do more damage and typically have better soloing potential. More so then a blaster in the post 22ish game.


    Quote:
    Although there are late blooming blasting sets (dark blast) and early-blooming support sets (cold, radiation), by and large I think Corruptors get the worst of both worlds. They get early access to snipes and explosions without the damage numbers to make them worthwhile, and suffer LONG waiting times to get the Support powers they need to be viable.
    Let me see if I get this strait. Corruptors suck because they don't do enough damage to win without their secondary, which really doesn't do anything until much later in the game. Defenders don't suck because they get their buffs early on, but their damage sucks period.

    Correct me if I'm wrong, but if you think Corruptors don't have anything good in their secondary until sometime in the 20s, I am left scratching my head trying to see how you came to that conclusion. Every Corruptor has something early in their secondary that is a seriously beneficial power to either themselves or their team.

    Quote:
    Corruptors are further hampered by being forced to begin with the first support power at level 1. A lot of exciting sets start with mediocre abilities. Look at Radiant Aura or Web Grenade. At the lowest level Defenders frequently do MORE damage because they can skip unnecessary weak heals and immobilizes and take more attacks. Corruptors get to skip the first blasting attack if they want, but there's really no reason to, as these attacks are extremely effective, especially before level 20.
    As I said before, I think you have this backwards. Its better to have choices in your blasts then be able to skip your heal (what is in most defender primaries have as the first choice). There are some exceptions, but we are speaking generally here.


    Quote:
    Having laid out the argument in the general case, and eagerly awaiting an explanation of where I've gone wrong, I'd like to share a couple of examples of difficulty I've had with Corruptors and see if you can help me.

    My first Corruptor was an Assault Rifle/Kinetics Corruptor I rolled to duo with my girlfriend's Mind/Psychic Dominator. We're currently at level 14 and my build looks like this:

    */Kin isn't the "easy" set to play. It doesn't have much in the way of mitigation, and best power in the set (Fulcrum Shift) is the last one to become available. It obviously is a good set, but the only people who get to use Kinetics safely are controllers. The mitigation they need is found in their primary. I will say this, there are players out there who have used AR/Kin to very good effect. But it is not the fast road to uberdom.

    Performance has been... not good. We open fights with Mass Hypno, so I have to hold off on Buckshot until it wears off, leaving me with only two attacks to wear down enemies. Even using my full chain the damage is nothing to write home about. My girlfriend is pretty new and doesn't have the fastest reflexes, so I can't count on her controls to bail me out of trouble, leaving me dependent on my healing top stay alive. I die a lot, since my area attacks attract aggro without actually killing things. When we're not dying, I'm always the one running out of endurance since I have to attack and heal, while she doesn't heal and has Domination to refill her.

    I can't say I am suprised by your woes. This is not a duo that I would be eager to try out.


    Quote:
    I know this build has a lot of pool powers that are doing nothing for me. I have two respecs saved and would happily use one if it would help but honestly I don't know what I could take. None of the powers I've skipped seem useful. Repel is an endurance hog, Sniper Rifle doesn't do that much damage, M30s would attract more aggro and use up endurance, and beanbag is worse than my partner's controls and another way to deplete my END. Plus, I'm gonna need Stamina to keep up with my girlfirend when she's running on Speed Boost and Drain Psyche. This was the build that convinced me Corruptors have a problem: apart form ym heal, I do literally nothing but damage, and not even good damage.
    I have looked at trying out a AR/Kin, but every time I look at trying to plan one out, I get a rather bad feeling. I would hate trying to play one.

    Quote:
    My brother's first character was, for concept reasons, an Energy/Traps Corruptor with Flight. He gave up at about level 8. His build and play were wildly suboptimal so I rolled my own version to prove it could be done.

    1: Power Bolts, Web Grenade
    2: Power Blast
    4: Energy Torrent
    6: Caltrops
    8: Power Burst
    10: Acid Mortar

    Notice anything? This build is exactly the same as an Energy/Devices Blaster, only with lower damage and HP. Not until level 10 and the Acid Mortar does he get anything uniquely Support-themed. Compare the above to a Traps/Energy Defender I could roll when Issue 16 hits:

    1: Caltrops, Power Bolts
    2: Power Blast
    4: Energy Torrent
    6: Acid Mortar
    8: Force Field Generator
    10: Power Burst

    That looks a hell of a lot better to me.
    Sure, it does look better, but how long does it take to get to 16 before the Corruptor has the FF Gen too? This game is pretty easy no matter what your combination is up until 16, even later for many ATs.

    Quote:
    Finally, determined to try a Corruptor with more popular sets, I rolled an Ice/Radiation Corruptor. This is what she looks like right now:

    1: Ice Bolts, Radiant Aura
    2: Radiation Infection
    4: Frost Breath
    6: Accelerate Metabolism

    The character is a blast to play, but I can't help noticing that were I a defender I could have Ice Blast in place of Radiant Aura.

    If you were playing a Rad/*, you would pick up radiant aura pretty quickly as well. Maybe not at lvl 1, but it isn't something you would go throughout your career without.


    Quote:
    Anyway, apologies for the long, long post. What I'm looking for is:

    1: Build advice for AR/Kin, Nrg/Traps, and Ice/Rad Corruptors
    Can't help you there. Traps is a slow developing set if you ask me. */Rad is great with just about anything, fire in particular.


    Quote:
    2: Advice on early/blooming set combos. (While working on this post I decided to try a Dark/Rad, which has been brilliant. I don't want Moonbeam or Dark Pit, so getting the early Rad powers is painless, and getting early access to Tentacles and Life Drain is more valuable to me than Fallout or Choking Cloud)

    Rad is a set that starts strong, and never really slacks off. Dark Miasma is also a very strong set, goes with many things. Seriously, there are an insane number of good corruptor combinations. You just happen to have picked a few that I would never have recommended.


    Quote:
    3: Play advice and tactics for making the best of low level corruptors.

    Too many combinations that would vary too widely to give general info for. My Electric/Kin "Sapper" plays very differently from my Ice/Storm , who is very different from my new Rad/Pain, not to mention my first 50 redside, my Dark/Dark.
  16. I openly mock the people who broadcast that they are a "healer".

    /b "WTF is a "Healer"?"
    They respond "What kinda question is that? I heal people!"
    "So, that narrows it down to a Dark DEF, Rad DEF, Storm DEF, Kin DEF, an Emp DEF, a Kin 'troller, a Rad 'troller...... you get my point?"
    "Im a Empath"
    "Empath WHAT?"
    "An Empath defender"
    "Have some self respect. A good EMP does much more then just heal."
  17. Dark/Dark is good. Pretty safe in fact.

    Sonic/Dark is great. As or even more uber then Fire/Dark.

    For /Kin I suggest Electric. Sapper city.
  18. Smashmaster

    Stun Meister

    [ QUOTE ]
    Dark Armour and Energy Melee. All your stun punches (Energy Transfer, Total Focus and Stun) will take out a boss if you've got Oppressive Gloom on.

    The downside is, tanks have to wait till 35 to get the good attacks, Brutes have to wait till 35 for OG.

    But its worth it!

    [/ QUOTE ]

    This. DA/EM is the ultimate stunmeister.
  19. [ QUOTE ]
    Is Dark Armor viable with Super Strength? I was having a discussion with a friend about it yesterday and he said no way. He said the end crash from both Hasten and Rage would be to much to over come even with IO sets. We want to try and do this without conserve power.

    After some arguing we decided that it might be doable on a tank but no way on a brute. I know this is the tank forum but is this possible for either one, or maybe one and not the other? Thanks for the advice in advance.

    [/ QUOTE ]

    I have a SS/DA brute at 49. I made him to see if it would work, and its a great combo, IF you build him right. I'll put it up when I get home.
  20. Let me start off by saying I have never made an Empath after 40 months of mostly on, sometimes off playing, over 3 main servers and 35 25+ lvl characters. (I'm an altoholic, yes I need help.) I don't like playing "H34L0r".

    BUT, after trying out a Plant/Thorns dominator, and really enjoying it, I wanted to try it hero side. But what to pair with it?

    As stated above, Seeds of Confusion and Carrion Creepers are the mainstays. Seeds recharges pretty quickly, but having it available as much as possible is a good idea. Carrion Creepers is a great power, but you really need +RECHARGE to make the most of it.

    SO, I looked around for a secondary that would give and/or also benefit from a lot of +recharge (Personally, it also has to make sense thematically). Empathy struck me as a good match, and it has worked out exceedingly well. I play very aggressively, spam FORT, RegA, RecA, AB, CC, Seeds and sometimes I heal, but not very much.

    Stone Mastery caps things off nicely.

    Here is my build. It isn't crazy expensive, but it is a blast to play.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Spirit of the Woods: Level 50 Natural Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Empathy
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- Thundr-Dmg/EndRdx:33(A), Thundr-Dmg/Rchg:33(15), Thundr-Acc/Dmg/Rchg:33(17), Thundr-Acc/Dmg/EndRdx:33(17), Hold-I:50(19), Hold-I:50(19)
    Level 1: Healing Aura -- Dct'dW-Heal/EndRdx:33(A), Dct'dW-Heal/Rchg:33(3), Dct'dW-Heal/EndRdx/Rchg:33(3), Dct'dW-Heal:33(13), Dct'dW-EndRdx/Rchg:33(15)
    Level 2: Entangle -- Thundr-Dmg/EndRdx:33(A), Thundr-Dmg/Rchg:33(21), Thundr-Acc/Dmg/Rchg:33(43), Thundr-Acc/Dmg/EndRdx:33(43)
    Level 4: Heal Other -- Dct'dW-Heal/EndRdx:33(A), Dct'dW-EndRdx/Rchg:33(5), Dct'dW-Heal/Rchg:33(5), Dct'dW-Heal/EndRdx/Rchg:33(7), Dct'dW-Heal:33(7)
    Level 6: Recall Friend -- IntRdx-I:50(A)
    Level 8: Seeds of Confusion -- Mlais-Acc/Rchg:33(A), Mlais-EndRdx/Conf:33(9), Mlais-Acc/EndRdx:33(9), Mlais-Conf/Rng:33(11), Mlais-Acc/Conf/Rchg:33(11), RechRdx-I:50(13)
    Level 10: Resurrect -- RechRdx-I:50(A)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Teleport -- TSM'n-Stlth:50(A)
    Level 16: Clear Mind -- RechRdx-I:50(A)
    Level 18: Health -- Heal-I:50(A)
    Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
    Level 22: Fortitude -- AdjTgt-ToHit:33(A), AdjTgt-ToHit/Rchg:33(23), AdjTgt-ToHit/EndRdx/Rchg:33(23), AdjTgt-EndRdx/Rchg:33(40), AdjTgt-Rchg:33(40)
    Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
    Level 26: Carrion Creepers -- RechRdx-I:50(A), RechRdx-I:50(27), Det'tn-Acc/Dmg:50(27), Det'tn-Acc/Dmg/EndRdx:50(34), Det'tn-Dmg/Rchg:50(37), ImpSwft-Dam%:30(37)
    Level 28: Recovery Aura -- RechRdx-I:50(A), RechRdx-I:50(29), Efficacy-EndMod/EndRdx:33(29), Efficacy-EndMod/Rchg:33(34)
    Level 30: Roots -- TotHntr-EndRdx/Immob:33(A), TotHntr-Acc/EndRdx:33(31), TotHntr-Immob/Acc:33(31), TotHntr-Dam%:33(31), Dmg-I:50(43), Dmg-I:50(46)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg:37(A), ExRmnt-Dmg/EndRdx:37(33), ExRmnt-Acc/Dmg/Rchg:37(33), ExRmnt-EndRdx/Dmg/Rchg:37(33), Achilles-ResDeb%:20(34)
    Level 35: Regeneration Aura -- Dct'dW-EndRdx/Rchg:38(A), Dct'dW-Heal/Rchg:38(36), Dct'dW-Heal/EndRdx/Rchg:38(36), Dct'dW-Heal:38(36), Dct'dW-Rchg:38(37)
    Level 38: Adrenalin Boost -- Dct'dW-EndRdx/Rchg:41(A), Dct'dW-Heal/Rchg:41(39), Dct'dW-Heal/EndRdx/Rchg:41(39), Dct'dW-Heal:41(39), Dct'dW-Rchg:41(40)
    Level 41: Fissure -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(42), Det'tn-Dmg/Rchg:50(42), Det'tn-Acc/Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(46), FrcFbk-Rchg/EndRdx:50(46)
    Level 44: Seismic Smash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(45), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
    Level 47: Earth's Embrace -- Mrcl-EndRdx/Rchg:40(A), Mrcl-Heal/Rchg:40(48), Numna-Heal/Rchg:50(48), Numna-EndRdx/Rchg:50(48)
    Level 49: Hurl Boulder -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(50), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]10.5% DamageBuff(Smashing)[*]10.5% DamageBuff(Lethal)[*]10.5% DamageBuff(Fire)[*]10.5% DamageBuff(Cold)[*]10.5% DamageBuff(Energy)[*]10.5% DamageBuff(Negative)[*]10.5% DamageBuff(Toxic)[*]10.5% DamageBuff(Psionic)[*]7.5% Defense(Energy)[*]7.5% Defense(Negative)[*]3.75% Defense(Ranged)[*]37.5% Enhancement(RechargeTime)[*]16% Enhancement(Heal)[*]5% Enhancement(Immobilize)[*]39% Enhancement(Accuracy)[*]2.5% Enhancement(Confused)[*]5% FlySpeed[*]45.8 HP (4.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 5.8%[*]MezResist(Sleep) 5.8%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 11.3%[*]11% (0.18 End/sec) Recovery[*]12% (0.51 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]5.01% Resistance(Energy)[*]1.26% Resistance(Negative)[*]5% RunSpeed[*]1% XPDebtProtection[/list]
  21. Contagious Confusion is still bugged. It will confuse your pets and turn them against. Just FYI, and the hope that one day my Fulcrum Shifted Jack will stop whacking me with his sword.
  22. [ QUOTE ]
    I think at the lower levels, AR/Trap is less "playable" now than in the past. Traps got it's nerf of course. But the increased recharge time nerf to ignite really hurt AR for people just starting AR.

    [/ QUOTE ]

    Ignite isn't available to 26. Not exactly hurting those "just starting AR".

    [ QUOTE ]
    Additionally, both AR and Traps mature very late with basicly no powers that are great right out of the box.

    [/ QUOTE ]

    I dunno, Acid Mortar works pretty well "out of the box". FFGen is great @16, and a real gem with slots.

    None of the primary blasts seem to work better or worse then any other primary w/o slotting.

    [ QUOTE ]
    Full Auto, flamethrower, PT and AM, while all very good powers, all need to be slotted signifcantly to be worth the time to use them.

    [/ QUOTE ]

    Wow, powers that are worth using as much as possible need slots to maximize their effectiveness? Wow, I'm sure glad that none of my other corruptor's powers don't need slots to be effective. Otherwise I might have to take slots out of Swift to make sure Twilight Grasp works.

    [ QUOTE ]
    However, the difficulties of AR/trap is what makes it fun I think. It's a thinking-mans build. I think it takes a certain personality to handle the build in it's cutrent form...particularly for someone who plans on soloing.

    [/ QUOTE ]

    It ain't a brute, that's for sure!
  23. [ QUOTE ]
    Before, Web Grenade + Ignite was a decent combo.

    With Ignite at 20s, I don't think there's much synergy between AR/Trap besides "concept".

    [/ QUOTE ]

    Still is. Just because you need to put more slots into it to get a good roast doesn't mean it doesn't work anymore.

    [ QUOTE ]
    I think they nerfed Poison Trap a bit too much and Time Bomb is still one of the most useless lvl 38 powers.

    [/ QUOTE ]

    No debate on that score. Time bomb has been effectively worthless for how many years?
  24. [ QUOTE ]
    For soloing? A solid to good combination. Traps is excellent for soloing with a +Def/Status Protection power that affects the Corruptor, that's huge when soloing. It's weak AoE debuffs/controls aren't that much handicap when soloing.

    For teaming, AR is excellent due to lots of good AoEs. Traps is not that great, with relatively weak controls, debuffs, and team buffs. It does do a lot of good stuff, with Acid Mortar, PGT, Seeker Drones, and FFG, but most of it is not at impressive buff/debuff values. And the mines aren't useful on teams.

    So, soloing, Traps is good and the mines are good. Teaming, AR is good. Overall, you can do fine, but on a team you will be there more for AoE damage than for buffs/debuffs, so take powers and slot appropriately.

    [/ QUOTE ]

    QFT

    One thing I do like about AR/Traps is that you can do things in your secondary PRIOR to pulling out the gun. Trap, plant, toss, whatever, then whip out the big gun and blast away. Redraw isn't much of an issue.

    BTW, Bean Bag and Seeker=stunned boss. Synergy.
    Web Grenade + Ignite=crispy critter. More synergy.

    Black Scorpion is of course the patron to get, with Web Envelope and Scorpion Shield.
  25. I have not seen this posted before, so I will put this one the list:

    The Contagious Confusion PROC works very well..... too well in fact.

    It will confuse a controller's pet, causing it to switch allegiance. I have seen my Jack Frost get the pink bubbles and turn and attack me or someone else on my team!