plainguy

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    2007
  • Joined

  1. Quote:
    Originally Posted by DarkBlaster_NA View Post
    Is that with unsuppressed cloaking device? I kinda did the math in my head with that one.
    That is suppressed. I always do the numbers suppressed (not that you would know of course). After learning the hard way about suppression long ago in builds. I make sure now I always keep C.D. (steamy mist) type powers off when doing builds. I just hate making a build then having to respec 10 minutes later when I notice something is wrong.

    Especially when I did it twice not learning the first time around.
  2. Tough build to get defense capped atm for me. Most of the time I can just change the primary from one of my other Traps Corruptor builds, make a few changes and get capped out again. Not happening atm.

    But I haven't given up.
    I'm gonna post what I have atm, I'm short 3.6 in Melee Defense.

    As Shadey_NA mentioned Hover is out.

    Another thing your going to need is either some sort of endurance recovery power like Power Sink or Cardiac Incarnate. Regardless of what Primary and Traps you get from Corruptors it is always going to be a HEAVY endurance build. It is just the price you pay for Defense cap and having so many toggles on. That is the nice thing about Defenders with Traps much easier to obtain defense cap and way less endurance issues because of it.

    I have 2 such Corruptors Sonic and DP, both have Power Sink and I have no issues. I have enough protection and inspirations that I can literally just stand around IF I needed to just to wait for Power Sink to recharge. Again that is an extreme off the wall instance. But I'm playing devils advocate here.. What if I fire off P.S. with no mobs around ( EG mobs runs off ) on accident scenario. I solo 4/8 on both.

    Another thing you can do is go Agility Incarnate which will help endurance some but it will also boost your defenses so you could rework some IOs from range defense and cap out Melee. Take one from Aqua and one from Steam spray and place them back into LOTG defenses that only has 2 slotted.

    Again haven't given up. I'm gonna look at other Traps builds I have to see maybe a different combo might work at getting you capped Pre Incarnate which would be nice.

    EDIT: added link to Yogi thread down below with 2 builds I posted. Maybe someone will get a brain storm I couldn't between these 3 builds.
    http://boards.cityofheroes.com/showthread.php?t=293711

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  3. Very nice..

    16 seconds on Full Auto (12 when FFB goes off), pretty impressive.

    Just a odd note. Your wrong on defenses, you had Combat Jump off. With CJ on and CD suppressed your at 38% defense.

    Bank error in your favor, collect 200 dollars.

    Of course your set up for perma snipe.

    I see what your saying about endurance. You could place slot enhancers in Stamina to build up some endurance numbers.
  4. Quote:
    Originally Posted by Agent White View Post
    Then use alt builds instead of full respecs.
    Its the whole process which is annoying. Pick the powers, then pick the slots, then add the IOs.

    I purchased the extra tray because I hated loosing IOs during a respec.

    Plus which is very annoying is I have to keep my VM running with Mids and sort of split screen it on my Mac to see how many slots go where as I can't remember it all. I can tell you I ended up several times with one extra or being one short a IO slot or putting 5 slots in one power, where I wanted 6 and 6 in the slot I wanted 5. Sometimes I don't notice this until I start slotting IO's.

    Using the 2nd build means I need ALL NEW IO's. Which is something I honestly cannot afford to do.

    End result they really making respecing more work then it should be. So instead of being fun at getting a new build. Its more like Oh Gosh I need to waste over an hour to respec all this stuff.

    It feels like work which = not fun for me.
  5. Quote:
    Originally Posted by Leo_G View Post
    Hmm, why do you feel underperforming powers shouldn't be improved?

    Is it because, if they were improved, you'd feel you suddenly 'have' to take these powers?

    Again, maybe I'm crazy, but why not just keep your build how it is regardless of how other powers are changed then make a *new* character that takes advantage of changes or other additions?

    I mean, I built a Fire/SD brute a long while ago that only took the sword attacks + Breath of Fire. If the devs decided to improve on of the non-sword FM attacks, am I suppose to be compelled to change my character's concept and build for it? Or am I just going to have to realize I created this character and build with some powers being outside of those parameters and live with it?

    Same here. I made an arc/dev blaster *because* of Trip Mine and hopefully eventually Time Bomb. It'd be nice if those powers were made more usable.
    Because of the number of level 50 toons I have it become a real pain in the back side to respec them the way the system is now. If I could just move slots from one power to another or respec one or two powers, then I might not be sweating it.

    But if they make Trip mine more interesting in the ways others and myself have requested in the past it will be tough not to pick it up. I like the new shiny sometimes. And I admitting jumped the gun on a few respecs in anticipation of i24.

    I just hate respecing that much.
  6. After looking at some builds I reworked mine by copying from someone else .

    I reworked True Grit basically and frankenslotted Jacobs Ladder.
    End result higher hit points and regen but still with no purple sets.

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  7. Quote:
    Originally Posted by Issen View Post
    All that control helps out too. One of my issues with Traps is, when my pets start dropping, mobs don't always give me the breathing room to pop them back up, even with Seeker Drones/Acid Mortar/Poison Trap. Storm's control gives you that breathing room in spades.
    Another issue is when players rely on Protector bot bubble for defense cap and they drop off at the wrong time. This is why I'm a big proponent of defense cap without pets and Oppressive Gloom.
  8. @Sir Hextor

    Pretty cool

    I do agree it will be clicky because your going to have to click hasten every time it is up. Unless you reverse it and just go hasten and click boost before the snipe. Unfortunately flipping back and forth in my comments I can see without Power boost on perma your defenses drop down.

    But there is one sort of big issue I see. I don't know if slot enhancers will help out. That issue is your Endurance recovery. Your below the 2 point value. I know on my AR Device at one point I was at 1.87 and it was a SUPER pain in the BUTT. I was a blue junkie. Cardiac Alpha was my total and complete Savior. I would have tossed my toon in the garbage if it wasn't for Cardiac.

    Your at 1.96, I honestly don't know if that is good or bad or okay. But I thought I would bring it up. I guess Energize will help out here. Lets see what happens. EDIT - I noticed you already have slot enhancers in Stamina. I would guess Energize will be your Savior here.

    Personally I'm not a fan of this whole click to perma. But it is, what it is. I have a Archery EM and a Beam EM so I will eventually have to suck it up and do it myself.

    I am considering Range cap instead of S/L as I would try to hover blast keeping out of melee as much as possible. I also am considering perma range cap and s/l cap with power boost. Power Boost will not be perma though with about 5 seconds of down time. But with aim and build up insta snipe will be available when needed.
  9. With me trying to dig up stuff on Energy changes, I thought I read somewhere that they are considering making a bunch of changes on how characters look. Basically have a way to suppress the stealth component. I am pretty sure Stalkers have that option now. But I think they are looking to have the option for example to suppress the look of Stone so you could actually have a costume if you like.

    But beyond that I find Cloaking Device very useful for my build in obtaining range defense cap (via suppression of course).

    Cloak + Super Speed + Smoke Grenade allows me to fight mobs groups that are very close to each other without getting aggro from that smoked mob. That same combo with Hover or a Jet Pack allows me to navigate though caves in stealth mode as well. This also allows me to start fights in larger caves instead of narrow tunnels.

    End result I can choose where I want to start the fight.

    I am happy of the addition to Cloaking Device that i24 will bring.

    I do feel that Device still needs some changes. But I'm not gonna lie when I say part of me hopes they don't do anything big with Trip mine or Time bomb because I just don't use them on my AR Device, because I feel they are limited and slow me down. I think the respec I did for i24 changes for my personal build are awesome for me. Not one power wasted and not one set bonus wasted. End result everything is offering something to the build without being a mule set. But I know if they do some cool changes to either bomb it will drive me nuts trying to figure out how to add them into yet another new build.

    Quote:
    Originally Posted by PleaseRecycle
    The only cloaking going on around here is the cloaking of fairness and justice for /devices blasters. Once a proud people, Synapse's boot heel now presses down on our throats as he madly cackles into the night. A torch is lit in remembrance, but who will be there to see it? Only the shadows of those who once dwelled in this hallowed place. For shame, Paragon Studios, for shame.
    QFT.
  10. On my Corruptor
    I went Ranges, Smash, Lethal cap
    I Picked up the Nuke for the upcoming i24 changes.
    I Picked up the Snipe and slotted accordingly making it perma via the kismet, Tactics and slot enhancers.
    And of course I went with recharge.

    Honestly after building up his Incarnates a bit more and unlocking Hybrid. I find him a bit too busy. On a team I feel like I either have to keep on top of the Speed Boost spamming it after or during every other fight or I end up forgetting to use it. Solo I'm more about jumping in and firing off a bunch of AOEs. Mezz kills the build though. I'm doomed if I don't have a Break Free.

    I picked up Barrier to be defense capped. Which I know is a bit over kill with the other defenses and such, but I figured I could then slot up a few more Break Frees. It allows me to now have less worries jumping into a fight.

    I do notice that I need to fire off Transference every 3 or 4 attacks. Combine that with Fulcrum shift, Siphon Speed, Siphon power and I am doing A LOT of debuffing and buffing for so few attacks.

    I wish the buffs / debuffs last a bit longer.

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  11. Quote:
    Originally Posted by Another_Fan
    Why do you assume that I24 changes are needed for those comments to be valid ?
    Whoa killer, you took that the totally wrong way and it reflects in the rest of your post.

    If I'm gonna attack your statement(s), trust me I won't be so subtle it. If anything you should know by now I don't beat around the bush.

    I was hoping to get some info on energy changes in i24. But I went back and gathered some info together from various threads from the coffee talks and such.

    Overall I've been playing around with some of my energy secondary builds. The best I think that can be done is get Range defense cap because much of everything else will be needed to get power boost perma.
  12. This is what I have. I picked up lighting Clap because I think they are making changes to it in i24.

    After looking at the builds and the links you start to see not much difference between the builds. Some variance but nothing game breaking as I see it. I think the big differences is when one player knows the nuances of a particular AT or power set. So that some players know the tricks of the trade that other players regardless even though they understand the game mechanics good enough miss those tricks. EG lockdown proc in Traps poison traps. The ability to place 2 Defense IOs in protector bots in robot mastermind to increase the bubble effectiveness they offer.


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  13. Quote:
    Originally Posted by Yogi_Bare View Post
    I notice that you have the KD proc in Caltrops; how does it behave in that power? (I tried asking elsewhere and got nothing)
    Yes it does. I notice that just about every time for the first time I place it mobs fall down. Afterwards its a bit less, but the first time for some reason it is almost 100%. I think it just might be bugged that way.

    I'm gonna add for those that don't know that lockdown proc for the mag 2 hold in poison trap is also very, very, very good. I am completely amazed every time I see it go off. There are times just when I thought poison trap was done I see 2 or 3 mobs just instantly get held in that electric bubble.

    It is those things about Traps that literally allows you to ping pong off different soft control abilities of Traps along with Trip mine to clear out mobs. The biggest issue is having mobs just leave me alone so I can place a trip mine. If I can do that then those mobs are gonna blow up every 6 seconds.

    My biggest claim to fame was doing LGTF and fighting the 4 horseman named Rikti. We zipped to the end part in the sewers and TPed the team. Team wiped except me. I ran to tunnel entrance of this big room and set up with my Sonic Traps Corruptor and just killed Rikti making Wakes and Break Frees. I cleared up mobs in the area and ressed key players ( healers and buffers ) and rebuilt back the team. The only person who didn't wait was the Brute who ran back. It was very definitely a cool moment. Just about all the players on the team wanted to know my build.

    Granted not a petless mastermind moment, but I am more talking about Traps then anything else. I always boast that no other set can do what Traps does only because it affords you true defense cap and a nice AOE attack like Trip mine.

    Storm and dark come close, But I just do not have the overall confidence with Hurricane hit debuff and Darkest Night hit debuff. I have a Dark electric defender and when the Darkest Night anchor dies or runs off I notice it immediately. Granted I use them and leverage those tactics as I also have a Storm sonic Defender. But I like the security blank of Traps.
  14. This is what I have Traps wise on Corruptors if it helps out. I'm a defense cap / Traps freak. I eat 2 or 3 oranges to build up resistances as needed to combine with defenses. I have Traps toons in Mastermind, Corruptor and Defender. I'm trying to gravitate away from them honestly because they are always my fall back toons. Traps is just that good. My only gripe about Traps is the slow movement of Force Field Generator. But the recharge is so fast it makes up for the issues. Sometimes on lower settings actually use FFG for the alpha strike. I drop that near the mobs and move in under the cover. Its a tough little thing and can take a decent amount of hits. I then fire off my attacks to get aggro just as I drop another FFG before the first one is destroyed. So I might run in and place a Trip mine followed by another FFG for example.

    DP Traps

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    Sonic Traps - Out dated and I'm lazy to respec. I will with the new changes coming.

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  15. Use Seeker Drones for Alpha Strike. Place them above or behind the mobs. End result make the mobs turn away from you. Mobs attack Seeker Drones and you move in to place Poison Trap with Lockdown proc, which you do not have ( I suggest you get it ). When you have about 8 mobs held you can then place a trip mine and blow stuff up.

    I get the whole endurance issue but power sink is up fast enough that you don't need to worry that much about endurance. You also didn't consider how big the right Alpha incarnate will help you out.

    With the upcoming Crashless nukes in i24 Dreadful Wail might have some changes, so it will benefit you to having it.

    Ragnarok knockdown Proc in Caltrops seems to work just about every time when you first place it down. I have no clue why, but it is a great combo of placing poison traps followed by trip mine followed by Caltrops, followed by trip mine again.

    I like what you did with the recharge. 50 second recharge for Triage Beacon is nice. I just don't like the powers you needed to pick to get it. Personally, again Personally I would give up the 10 seconds recharge on Triage for other power choices.

    Your short .50 ( half a point ) on defense cap for AOE and melee once Stealth is suppressed.

    I would get rid of the Aim and pick up Tactics. I would remove the kismet accuracy and the endurance redux IOs. Place them all in Tactics and 6 slot it with Gaussian for the +2 defense bonus. Your then covered for your defense shortage and any accuracy issue you think you have.

    Traps is either make mobs come to you after you set up or pounce on mobs and set up on top of them. Some mobs will dictate what your strategy will be. Mobs like Longbow nullifiers and nemisis type mobs will make you move constantly because of the dots they drop. So in those instances you might be moving around at the edges of triage beacon getting away from the dots that prevent you from placing a Trip mine.

    Nullifiers for example usually fire off that debuff right at first sight. So I set up at point A but start the fight at point B thus forcing the nullifier to fire off the debuff and then moving back to Point A. Point A is usually around a corner to force all the mobs to come to me and get blown up by the trip mine I placed. I also try to eat a purple before the fight because of the defense debuff, otherwise I've faceplanted a few times while at point B because so many mobs now are able to bypass my defenses and do damage to me. Again I am running anywhere from 3/7 to 4/8 at times and 2/6 for TIP missions.
  16. Assuming your defense capped and a decent amount of recharge, then Triage beacon. It will or should give you over 500% regeneration. Basically Triage Beacon should be in the 300% range which will add to your 200% personal range obtained through set bonuses. The Recharge should give you somewhere in the range of 25 to 30 seconds to place another Triage beacon for double bonuses in the 800% range for regeneration. If you add in the Panacea Proc you can get some decent chances of getting the proc to go off with 2 running.

    Of course on teams your offering 300 to 600 % regeneration along with the Proc to go off for everyone. Yet again something nice to bring to a team especially in itrials.
  17. Quote:
    Originally Posted by Another_Fan View Post
    Ar/En hands down.

    You get the permanent snipe.
    You get buildup.
    You get boost range so you don't have to worry about short cones.
    You have power boost so if you build for defense its very easy to do it well.
    You get the endurance discount which will let you run the best AR chains which devices won't

    If you like taking time and laying mine fields though /dev is for you.
    Do you know what exactly is changing in Energy to make those comments.

    Your saying Perma snipe but is that based on a click method or always on ?

    Power boost atm does boost your defenses for 7 seconds I think. Is that what your saying or is there something different coming for it ?

    Admittedly I do not have test installed on my Mac and am a bit hesitant to install it.
  18. I go with either Cloud Sense or Siphon Insight based on what I need defense wise or the recharge bonus. Either way your getting a hit debuff over 40 as well.
  19. After reading the last post I forgot to mention that these types of builds are VERY, VERY endurance heavy. Being 6 slotted for endurance and having some sort of endurance recovery power is not out of the question.

    @Mad Grim

    I get what your saying now. I misunderstood what you were saying. My bad, sorry..

    This is what I am running atm.
    There are some noticeable changes I can make by slotting in some purple sets, but the gain to me is minimal. I can just slot in some enhancement boosters and get some similar benefits.

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  20. Quote:
    Originally Posted by Mad Grim View Post
    A petless mastermind can be done. But for it to be in any way effective, it needs vast expenses. And those expenses could be used on literally anything else. So, like plainguy said, you'd only do it for concept or challenge reasons. Because, like I said, MMs have the damage modifier of a gnat. Alone, they are the single weakest AT in the game. The entire point is that they aren't alone. Playing a petless MM is like playing a Blaster with no attacks, or a tank with no armor.

    It can be done, but its silly.
    lol, I think your missing what I'm saying.

    Yes I did do it for the challenge because I have many toons of assorted ATs that can do 4/8.

    But a petless mastermind is viable but only if the teammates understand game mechanics. Unfortunately our dealing with the thoughts and misconceptions of real people. How many people thought that just touching some people would spread a disease, just to find out later they where wrong. The same thing applies here.

    A well slotted petless mastermind can replace an poorly slotted toon on a team. But you would have to have a team lead that understood game mechanics and understood how to look at builds and get an idea about a build or at least enough to ask a few more questions.

    Your not gonna get that here unless I'm the team lead at least. Because I've seen what they can actually do.

    Again I'm not going to say all petless masterminds are equal, because they clearly are not. Such as many fully slotted builds are not a good as others. Robot Traps Vs Necro Poison for example.
  21. Quote:
    Originally Posted by Paladiamors View Post
    You've got quite the ego, don't you? Keep in mind that we aren't talking about you, and what you are capable of. We are talking about some one ELSE. And that some one else, no offense intended to them, may not have your vast experience or know how.
    I don't have an ego.

    You said petless was gimped at everything and not actually good.

    Even after someone posted that it can be done you continued to say how weak they are. You could have stopped, did a search for the name he posted. Looked 1 or 2 pages back and found the thread with the build, the video and said anything else. But you didn't, Instead you took a shot at speaking off the cuff about something you might have heard from someone else that petless masterminds where gimpy and no good without any real facts.

    I'm here to say your wrong or misinformed.

    As I already stated I'm not here to say its the best build and it's a instant I win button for the game. I'm saying in the reality of actual game play it does very well because most players have zero clue about defense cap or how to obtain it.

    I'm not saying go find the biggest brute, tank or scrapper and challenge him to a fight. I am saying that you will find that you can beat out many brute, scrappers or tanks because your leveraging something they have no clue about. Then there are those that will knock you on your backside because they can leverage the same things you can, just better.

    But beyond all of this, the biggest obstacle will be the narrow minded players. Because they don't see 6 pets so automatically see gimp. They don't look beyond that to the set bonuses offered by a build.
  22. Just wanted to add with the changes of i24 coming it might make certain pools even better for a petless mastermind idea.

    Storm is good, but the issue is mobs not tagged from Hurricane can pose a problem. You would need Range defense cap and mid level AOE and Melee which would be capped out by Hurricane Debuff.

    I was thinking a Dark Beast Mastery with last pet. Range defense cap and Darkest night caps out Melee and AOE.

    I don't go full petless just because I enjoy the look of 1 pet also. For the most part on 4/8 one pet does not survive that long anyways. My pet usually dies in the first fight. On occasions it will last a few fights because of how things just work out and how much attention I pay to it.

    Was also thinking Demon with the 2 mid level pets seems interesting, because one pet heals and gives you resistance buffs and the other fights.

    Further as a side note to this petless mastermind idea. For a player like myself I have 3 pages of toons with 90% Defense capped in some sort of way shape or form and Incarnate slotted to +3. So I needed a challenge to make this game interesting for me. If you have 20 toons and only 2 are level 50 and one might be barely defense capped then you will not understand until you possibly get in my position.
  23. Quote:
    Originally Posted by Paladiamors View Post
    The question was, would it be viable for team play or just an XP leech. The answer is no. Is it capable of +4/8? Sure, but its still going to suck like mad in any sort of team enviroment. Just because it can manage +4/8, doesn't mean its going to be able to meaningfully contribute in a team enviroment outside of its still subpar support powers.
    So your saying that a petless mastermind that can SOLO 4/8, which is equivalent to a 8 player team fighting level 54 mobs cannot contribute to a team ??

    What does this player do when he is SOLOING 4/8.. Talking the mobs to death ? Convincing them to give up and go home ?..

    How is this petless mastermind killing these mobs with his subpar support powers ?

    Look I have played this game for 7 years.. I'm no genius, I'm not the guy who figures all this stuff out about the game.. I read what other people post about the game mechanics and try to absorb that info. I think I did a decent, NOT GREAT, but decent job at it. That is the reason I have that stuff in my Signature. So others can learn what I learned and make the game a bit more fun for them sometimes. I think everyone wants at least one toon that can do it all. For me its just about all my toons that can solo 4/8 regardless of AT.

    So what your saying is that my petless mastermind in which I posted a video fighting incarnate mobs on 4/8 setting is subpar ?.

    Look lets get some reality into this conversation. The amount of players that post on these forums compared to how many play this game is small. The amount of players on these forums who care about the game mechanics is even smaller. End result defense cap players are a small part of this game.

    The simple point is players don't care or understand, that I used my 2nd build to slot my Petless mastermind with full pets and used Single Origin enhancer and ran all the incarnate trials with zero complaints. No one cared. You know why. Because they seen this LESS THEN DEFENSE CAPPED player run up with 6 pets in tow. That is all players care about, that you have what they expect to see. Not what you can do, because they don't UNDERSTAND THE GAME MECHANICS or care to understand and I don't blame them because I used to be that way as well for many,many years.

    Now I'm NOT gonna stand here and tell you OH MY GOSH, My petless mastermind can solo 4/8 and do it faster then any toon in this game.. But it can solo 4/8 when half the player base can't even do 2/4. I don't about you I would rather have a petless mastermind that can solo 4/8 on Incarnate mobs then a player that can't do 2/4 on regular content on a team.

    All I can say is I am willing to put my petless mastermind to the test against any of your masterminds. We do an AE mission on 4/8 make it a clear all. I am willing to ignore 2 or 3 stragglers for the purpose of the test / competition. We can get other forum posters to join with stalkers or that have some sort of stealth not to interfere with the mobs and aggro. End result your fully slotted mastermind should give my petless a spanking. Personally I don't think it will, but I am ready and willing to eat crow.

    Just a simple anything goes beyond some sort of crazy warbug nuke power. Do what you need to stay alive. Run away, use a temp grenade, bite the mobs on the ankle. I'm just looking to make sure that the majority of the work gets done by powers you picked for your build and not some Temp power you crafted.
  24. I'm a bit confused with what Energy is going to get. So I'm shy to say anything in that direction.

    BUT

    From what I understand about Device, Cloaking device get a buff which only helps. I use Cloaking Device suppressed to obtain range defense cap. Slotting Target Drone and putting in some slot enhancers into it makes snipe perma only limited to the recharge of the snipe attack. Which is 3.5 seconds I think.

    I just respeced my AR Device for expected upcoming changes. End result regardless my build is much better then it was regardless. The new changes will make it much more fun.

    Though I am NOT dismissing Energy. From my lack of knowledge about Energy ATM I see it as a more clicky power set to obtain perma snipe. Where as Device it is always on.

    Anyone want to post some Energy changes expected ?
  25. Any sort of AOE / Traps toon. Defense cap, Debuffs, AOEs.

    What more can you want. I posted a half **** video of a petless DS / Traps MM soloing 4/8 incarnates. So lets take it back a bit.. I'm using 3 whip attacks and Traps on Incarnate mobs.. Not the fastest, not the best. But I can survive. So Imagine what a full powered type of Traps player can do if I able to do that semi with a petless Traps mastermind.

    Defender would be better because of the better bonuses to Defense and Debuffs. Makes it easier to obtain positional defense cap, thus more slots available for attacks. Corruptors can be done and I have a few Trap Corruptors but you will need some sort of endurance recovery power from the PPP Ancillary pool. Only because Corruptors will require more slotting for defense cap which do not hold many endurance bonuses in the sets.

    Lets not forget that defenders get a solo bonus to damage.