The Utimate Nuker & Support Corrupter: Energy/Dark


Atomic_Fallout

 

Posted

Disclaimer:
Many of the following statements are from my own experiances and are my own opinions. Some are based on
the math of the game, some are based on my perceptions. Please don't take anything as "gospel" here.
This is simply a Guide, not a rulebook. Take my opinion and experiances, and learn from them, but
don't follow them word for word, make your own choices. Maybe I'm wrong, Maybe not.
Try your own experiances and see how this all stacks up for you. And also remember, Concept should
come first. If you can't justify why your character would have Energy Blasts and Dark Powers, then
you should try something else. It is my opinion you should select your Concept first, and Powers
second. It makes for a more enjoyable character that way.
Also.... Many of my Statistics come from CoH_CoV Character Builder.
Thanks to Jay D. Teague for making such a great program, and allowing me to create my guide.
Now, on with the Hoot-nanty!


As many of you know, I'm a huge fan of Corrupters.
And more so for this combanation. The Energy/Dark Miasma. It is quite this interesting pairing.
It has it's downsides, like needing an enemy to pull from for Healing, and Rez-ing, and the fact that
it is a VORACIOUS Endurance hog. But, with proper management the Endurance costs can be still
usable without resting every 15 minutes.Also, keep in mind, this guide is made for PvE Characters. I
can hold my own in PvP, but when going against custom built PvP Corrupters, Energy/Dark is not the
greatest. The Dark Miasma's Tendancy to need to pull from another target makes it a little harder
to use in PvP. But, if you can make a build and prove me wrong, I welcome it. I'd love to see what
you can come up with.

First, about Corrupters. Corrupters do 2 things well. Nuke and Buff/Heal. That is what they are
made for. This Energy/Dark Powerset maximizes both of these roles. And ads in some Enemy De-Buffing
to boot. Energy is one of the highest damage Offensive Blasts in the game. It deals fantastic Damage,
The range is ok, and has a slew of differant attacks. However, the Energy Attacks don't have many
de-buffy add-ins, like Ice and Radition do. So if you are looking to De-Buff as well as Damage, you'd
do better with one of those 2 Offensive Powers. If you want Hard-Core Nuking, You've come to the right
place.
Dark Miasma is one of the most all encompassing Support Powers in the game. If you want to specialize
in one area of Support like Healing or Buffing, Dark may not be for you. You might want to concentrate
on Kinetics or Thermal. If you want to have a nice selection of tools in which to support yourself and
your team, then Dark Miasma is for you.



Let's take a look at the Energy Powers first.

Power Bolt -
End Cost: 5.2
Activation Time: 2
Recharge Time: 4
Range: 80
Damage Index: 2.2222 Energy + 0.5556 Smash
Others: 30% chance of Knockback

This is the first of the powers you recieve. It's a nice Beginning Power to be sure, but I normally
like to start off the game by taking Power Blast first, then add on Bolt a little later. I like to
have the extra damage early.


Power Blast -
End Cost: 8.528
Activation Time: 1.67
Recharge Time: 8
Range: 80
Damage Index: 2.7778 energy + 1.7778 Smash
Others: 30% Chance of Knockback

This is my Meat and Potatoes Power. It's a little higher cost on Endurance, and a little slower,
but it has been my experiance the Power Blast seems to Knockback more oftern than the Bolt. This maybe
due to the slightly higher damage or something, I don't know. Maybe I'm going crazy, and they are
equal, but this is my perception of it. This is the first power I took, and I don't feel sorry for it.


Energy Torrent -
End Cost: 11.856
Activation Time: 1.07
Recharge Time: 12
Range: 12 (40 Degree Cone)
Damage Index: 1.8333 Energy + 0.8333 Smash
Others: 40 Degree Cone Attack, 30% chance of Knockback

This power I have mixed feelings about. The cone attack is nice, but that is high cost for endurance
and the long recharge also shy-ed be away from it. I personally think Power Burst is a much better
'bang of the buck' value. Even taking into account that Energy Torrent is a multiple target cone attack.
If you are going to take it, you might want to hold off till a little later.


Power Burst -
End Cost: 10.4
Activation Time: 2
Recharge Time: 10
Range: 20
Damage Index: 3.1111 Energy + 2.1111 Smash
Others: 60% Chance of Knockback

I personally love this power. It's a great power to teach a lesson to those Freakshow who insist on
getting too close to you. The Knockback is nice, and it probably the only power I like Knockback on,
because it is a shorter range power. You can slot a few range enhancements in this, but don't ever
expect it to get to the range of your Bolt and Blast. You'll also be tempted to put a Recharge in there
But remember, you only have 6 Slots, choose them wisely.


Sniper Blast -
End Cost: 14.352
Activation Time: 4
Recharge Time: 12
Range: 150
Damage Index: 5.5556 Energy + 2.1111 Smash
Others: 20% Bonus to Accuracy, 60% chance of Knockback

One of the better sniper powers in CoV. A faster Activation than Fire's Blazing Bolt, and almost as much
Damage, and availible at a much lower level. If you like Pulling, take this. If you are concentrating
on Fast and High Damage, Skip it. You can't use this sucker in the heat of battle, unless you are sticking
to the back. And what healer is needed in the back of the party?


Aim -
End Cost: 5.2
Activation Time: 1.17
Recharge Time: 90
Duration: 10
Others: 100% Bonus to Accuracy, 50% Bonus to Damage

Like all the Aim Powers, it's useful, but runs out awfully quick. I use this for the battles when I'm
the only healer, we are fighting +5 level Purple Enemies, and I need to Get my Heal to hit. Also, does
some amazing things with Nova.


Power Push -
End Cost: 8.528
Activation Time: 1.1
Recharge Time: 8
Range: 70
Damage Index:0.5556 Energy + 0.5556 Smash
Others: 40% Bonus to Accuracy, 100% chance of Knockback

I'm not such a big fan of Knockback. I mean it has it's place, but the Meleers in the group quickly
get mad at you if you are bouncing his target from one side of the room to the other. So I keep
Knockback to a minimum. If you think like me, and are out to Nuke, not Knock, then skip this one.
If you like playing pinball with enemies, then this works wonders, and has a pretty quick recharge
to do so. Just don't expect to kill the enemy very quick doing that.


Explosive Blast -
End Cost: 15.184
Activation Time: 1.67
Recharge Time: 16
Range: 80
Damage Index: 1.1111 Energy + 1.3889 Smash
Others:50% chance of Knockback

This is a nice rounding out to the Attack chain for Power Blast, Power Bolt, and Power Burst. It's not
as high a Damage as one would think of a Level 26 Power, but it is worthy of Nuke status. Just becareful
using it around Dominators. They hate it when you wake up thier targets with an AoE.


Nova -
End Cost: 20.8 Or All but 1%
Activation Time: 3
Recharge Time: 360
AoE Radius: 25ft
Damage Index: 2.7778 Smashing + 5.5556 Energy + 4.1667 Energy * 0-2
Others: 40% Bonus to Accruacy, 80% chance of Knockback, It can hit a target upto 4 times. If you hit them
you are guarenteed for at least 2 waves (one energy one smashing) with a 25% chance for 2 final hits.

The wonderful world of Nova. As an energy/Dark, you have a balancing act to consider. If you want to use
Nova at some point, you have to consider several variables. Will the group be able to go without healing
for about 30-60 seconds? Are there people here who can pull the aggro off you once you Nova? Do you have
and escape plan? It's great when you use it, but it takes some planning.



OK, now on to the Dark Miasma Powers

Twilight Grasp -
End Cost: 7.8
Activation Time: 2.37
Recharge Time: 8
Range: 80
PBAoE Radius: 6-8ft (?)
Others: 16.5% (base) of HP healed to Self and Team in AoE Radius, 10% To-Hit De-Buff to enemy

This is your Healing power. Check out the lost cost. At least 30% lower Enduance Cost than any other
Healing power Availible to Corrupters. The trade-off is you need and enemy to pull from to Heal. This
means you need to slot Accuracy. Aslo, I do not agree that the Radius listed is correct. With my Healing
it seem to be a much, MUCH wider area. At least 12 feet. But, that could be wrong as well. (But I don't
think so.)


Tar Patch -
End Cost: 7.8
Activation Time: 3.1
Recharge Time: 90
Range: 80
AoE Radius: 20ft
Duration: 30
Others: -Speed, -Damage, -Resistance

You may not see a whole lot of use to this power when you first get it, but trust me it gets to be
very useful as you go along. Like grouping enemies together for a Nova. Or slowing down an ambush coming
into the room. Or as part of an Escape tactic. It's very versitile once you get into it.


Darkest Night -
End Cost:0.47762
Activation Time: 3.17
Recharge Time: 10
Range: 70
AoE Radius: 25ft
Duration: As long as you keep it up.
Others: 28.125% (Base) DeBuff to Damage, 26.25% (Base) DeBuff to ToHit

I personally don't use this power. Because whenever I put it on someone, they die within a few seconds
anyway. And then I have to do it all over again. It tends to be a hassle. But the low Endurance Cost
and Range does make it attractive. If you want to have more Enemy De-Buffs in your arsenal, then this
is a good place to start. Just remember, this is a toggle and can be dropped like any other toggle if
you get Held or Stunned or otherwise.


Howling Twilight -
End Cost: 26
Activation Time: 3.17
Recharge Time: 180
Range: 20
AoE Radius: 12ft
Duration: 30
Damage Index: 0.8333 Negative Energy
Others: Rez Allies in AoE, Disorient Enemy, Slow Enemy, De-Buff Recharge of Enemy

To me this is the Mother of All Rezes! Faster Activation than Mutation, Lower Cost
than Power of the Phoenix, Even better range then Empathy's Resurrect. And the Best of all,
It's the only MULTIPLE TARGET RESURRECT! It's an AoE. That means you can stack up the bodies,
pull one enemy, activate Howling Twilight and *POP* you got an army raised from the dead!
It's the only Rez in Coh or CoV with the power to rez multiple people at once. Many people
who do not play Corrupters, Defenders, or Masterminds don't even know it's possible to Rez
multiple people at once. Make sure you take Teleport Ally so you can get all the bodies in
one Spot to Rez. This makes you really popular. Also, the De-Buff to the Enemy is quite nice.
Since it is an Auto-Hit (meaning no chance of miss) I have been known to use this against
Powerful Arch Villains/Heroes just for the De-Buffs. It's a great power. Learn it, Live it,
Love it!


Shadow Fall -
End Cost: 0.47762
Activation Time: 2.03
Recharge Time: 15
PBAoE Radius: 40ft
Others: Slows Self, 18.75% (Base) Resistance to Negative Energy, Energy, & Psionic to Self and
Team in AoE Radius, 2.625% Melle & Ranged Defense Buff to Self and Team in AoE Radius.

This is another bittersweet power. It's got a lot of upsides with the Defense and Resistance Buffs.
And that Psionic Resistance is very hard to come by in this game, it is a nice power to use.
But, yu have to keep in mind your teammates. Shadow Fall and Stealth do not stack. Stealth and Hide
DO stack. Shadow Fall will override Stealth, and it is often not as effective if the Stalker has it
slotted right. Also, Brutes don't have the Tanker's Bonus to hold Aggro, and this power reduces Aggro
So if the brute is trying to keep the aggro from the group, this hinders that effort. Also, when doing
Kidnapp/Rescue Missions, the victim will not follow anyone in Hide, Stealth, Invisable, or under the
effect of Shadow Fall. So Don't rely too much on this power. Learn to use it responsably.


Fearsome Stare -
End Cost: 8.528
Activation Time: 2.03
Recharge Time: 40
Range: 20 (70 Degree Cone)
Duration: 20
Others: 70 Degree Cone, Causes Fear in the Enemy

This is a great power. It's a crowd control power if you use it right. Many a time it's helped me
escape when I use the following chain 'Aim, Fearsome Stare, Nova'. The targets will cower in fear
and will only attack you or your team when attack during the duration of the power. The very, wide
cone makes this an easy power to use. And combine it with Aim and/or a couple Accuracy Inspirations.
And you got a group who's not going anywhere for awhile.



Pertifying Gaze -
End Cost: 7.8
Activation Time: 1.67
Recharge Time: 16
Range: 70
Duration: 20
Others: Hold Enemy

Another nice power. But has some downsides. It misses alot. So Accuracy Enhancements are a must if
you plan on using this against anything besides Minions. It's the only Hold we have. So Using it
against the Big LT. or Boss is a smart move. The recharge time makes this rather attractive also.
And the range puts you on the outskirts of Aggro range. So You can use this to Hold the Boss
before going into battle. If you like Fearsome Stare, this one you like just a little less.


Black Hole -
End Cost: 13
Activation Time: 1.03
Recharge Time: 120
Range: 50
AoE Radius: 20ft
Duration: 30
Others: Intangible Enemy

But this time you should have a nice assortment of 'escape' powers. So don't look to this Endurance
Hog as another escape power. It is sometimes nice to use this to take a breather durring battle,
if you and your team is getting beat up and worn down. But, it's only a short breather. 20 Seconds
or so. Not enough to do a full Rest, but enough to pop a few Inspiration, or get a few powers
recharged. I personally think it's not worth using up a slot at this high a level. Unless you have
a specific need and plan for this power, Fearsome Stare should be able to give you everything this does at
a lower cost and recharge.


Dark Servant -
End Cost: 26
Activation Time: 3.17
Recharge Time: 240
Range: 60
Duration: 1000
Others: Various DeBuffs to Enemies, See Below.

Your little Devil, Fluffy, Pet Cloud.... Whatever you call him/her/it, the Dark Servant is probably the
2nd best reason for gettng Dark Miasma (the 1st being the Ressurect, Howling Twilight). The Powers that
Dark Servant has are Twilight Grasp which functions indentical to your own, Petrifying Gaze also identical
but a little less powerful, a Single Target Darkest Night, a lower powered version of Tenebrous Tentacles
and unique power called Chill of the Night. That is an aura that is on all the time that does a little
bit of Damage to enemies and seriously reduces thier Accuracy. It does all 5 things in a seeming random
pattern. I am trying to learn a method to his madness, but as yet I haven't seen it. The way you Slot
the Dark Servant goes a long way to his Role in your Team. First think to realize is, he's not an Attack
Bot. Just get that out of your head right now. You can't Slot him with Damage so that should be your first
clue he's not meant to be your thug. Whe I like to do is stock him up on Healing and To-Hit Debuffs. Like
this, 1 Accuracy, 2 Healing, 2 ToHit DeBuffs, and 1 Endurance Reduction. This makes him a real annoyance
to Enemy Mobs but seriously DeBuffing thier Accuracy, and a real help to the team with Healing. But, that
is a 'Catch All' Slotting. If you want to concentrate, Slot accordingly. Or just leave him 'out of the box'
with only one Slot. That's fine too. He works a-ok just like that, just not great.






Slotting Powers is all based on how you want to play. The first guideline I have is Endurance reduction.
Slot one Endurance Reduction in EVERY Power except Nova. Corrupters need alot of Endurance, even after you
get Stamina, you still eat up alot of Endurance. One Slot of Endurance Reduction in every power, and a 3
Slotted Stamina, and you should never run out of Endurance again (except after using Nova, there is no
getting around that. Believe me, I've tried). On your Base Attack Powers (Power Bolt, Power Blast, Energy
Torrent, and Power Burst) I recommend 1 End Reduction, then Alternating Damage and Accuracy Starting with
Damage on Power Bolt, Accuracy on Power Blast, Damage on Energy Torrent, and Accuracy on Power Burst. This
will give you 3 Slotted of either Damage or Accuracy and 2 slotted of the other, Depending on which you
started with. It's a nice Nuking set. For the higher powers, go with 1 Enducance Reduction, and whatever
you think is best. But keep this in mind. Blasters have an inheriant bonus to Accuracy. Corrupters do not
have this. We have Scourge. So, on average our base Accruacy to everything is Lower than a Blasters'. So
(Much like Cowbell) you can't go wrong with more Accuracy (More Cowbell!). Nova is another story. Don't
waste time or infmay trying to hold on to some Endurance after that blast. It's futile. So I recommend the
following 3 Damage, 2 Recharge Reduction, and 1 Accuracy. That should nicely toast your foes.

Slotting Dark Miasma is relatively Easy too. Slot 3 Healing in Twilight's Grasp, 1 Endurance Reduction,
and 2 Accruacy. I don't recommend a whole lot of slots in Tar Patch, but if you go the whole-hog, go
with 1 Endurance Reduction, 3 Slow Enhancements, and 2 Recharge Enhancements. If you aren't going for a full
6 slots, just mix and match. The only good Enhancements for Darkest Night seem to be the ToHit Debuffs, and
the Endurance Reductions. It already has a good Recharge and Range, Don't waste alot of Slots on it. If you
use it, it's already got everything it needs. Howling Twilight, Endurance Reduction and Recharge Reduction.
That's all you need. Get as many of either one as you like. Shadow Fall needs Defense Buffs. If you use it
and ever team to Stalkers or others who have Stealth, you'll need to have the best Defense Buff as possible
so you don't hinder them when you replace thier Stealth with your Shadow Fall. Fearsome Stare, Importantace
is in the following order, Endurance Reduction, Fear Duration, and Accuracy. Petrifying Gaze need Accuracy
to effect Lt. and Bosses consistantly. Maybe a Hold Duration also, as the higher level Enemies seem to shake
it off faster.Black Hole need Endurance Reduction alot. 2 is the optimum number if you use Black Hole.
Everything else is secondary concern. And Dark Servant, just read my notes above on how to slot him. I would
just recommend staying away from Recharge Reductions and Immobilize Enhancements for Dark Servant. The Value
of these enhancements is not as great as the others.

Pool Powers are pretty much up to you. However you want to Play. The only thinks that are MANDATORY are Stamina
(and that means Health and either Swift/Hurdle is as well), Teleport Ally (to stack up the people who need rez.
Without Teleport Ally, Howling Twilight becomes a headache), some sort of Defense Buff Power such as Combat
Jumping, or Stealth. (I personally use Stealth for defense, because of the extra hiding, but then my characters
also didn't use Super Jump. If you are planning on going for Super Jump as your Travel Power then I would use
Combat Jumping as your Defense power.) As the Healer You are going to need to get into Melee Range to heal the
guys and gals on the front lines. You'll need some defense to stay alive. You'll also want to slot your Combat
Jumping or Stealth with 3 Defense Buffs Enhancements as soon as possible.

And that's pretty much it.
For those who like the CoH/CoV character Builder Posts, I have a sample build below that might help you guide
your build a bit better.







---------------------------------------------
Exported from Ver: 1.7.0.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Test For Guide
Level: 41
Archetype: Corruptor
Primary: Energy Blast
Secondary: Dark Miasma
---------------------------------------------
01) --> Power Blast

  1. End Reduction(1)
  2. Damage(3)
  3. Accuracy(5)
  4. Damage(11)
  5. Accuracy(15)
  6. Damage(25)
01) --> Twilight Grasp
  1. End Reduction(1)
  2. Healing(3)
  3. Accuracy(7)
  4. Healing(15)
  5. Accuracy(19)
  6. Healing(19)
02) --> Tar Patch
  1. End Reduction(2)
04) --> Power Bolt
  1. End Reduction(4)
  2. Damage(5)
  3. Accuracy(9)
  4. Damage(13)
  5. Accuracy(17)
  6. Damage(23)
06) --> Power Burst
  1. End Reduction(6)
  2. Accuracy(7)
  3. Damage(9)
  4. Accuracy(13)
  5. Damage(17)
  6. Accuracy(23)
08) --> Swift
  1. Run Speed(8)
10) --> Howling Twilight
  1. End Reduction(10)
  2. Recharge Reduction(11)
12) --> Combat Jumping
  1. End Reduction(12)
  2. Defense Buff(25)
  3. Defense Buff(27)
  4. Defense Buff(36)
14) --> Super Jump
  1. End Reduction(14)
16) --> Health
  1. Healing(16)
  2. Healing(29)
  3. Healing(31)
18) --> Aim
  1. End Reduction(18)
20) --> Stamina
  1. Endurance Modification(20)
  2. Endurance Modification(21)
  3. Endurance Modification(21)
22) --> Recall Friend
  1. End Reduction(22)
24) --> Fearsome Stare
  1. End Reduction(24)
  2. Accuracy(33)
  3. Fear Duration(34)
  4. Accuracy(36)
26) --> Explosive Blast
  1. End Reduction(26)
  2. Accuracy(27)
  3. Damage(29)
  4. Accuracy(31)
  5. Damage(33)
  6. Accuracy(34)
28) --> Petrifying Gaze
  1. End Reduction(28)
  2. Accuracy(31)
  3. Accuracy(40)
30) --> Maneuvers
  1. End Reduction(30)
  2. Defense Buff(36)
  3. Defense Buff(37)
32) --> Nova
  1. Damage(32)
  2. Recharge Reduction(33)
  3. Damage(34)
  4. Recharge Reduction(37)
  5. Damage(37)
  6. Recharge Reduction(39)
35) --> Black Hole
  1. End Reduction(35)
  2. Accuracy(39)
38) --> Dark Servant
  1. End Reduction(38)
  2. Healing(39)
  3. Accuracy(40)
  4. Healing(40)
---------------------------------------------
01) --> Sprint
  1. Run Speed(1)
01) --> Brawl
  1. Damage(1)
01) --> Scourge
  1. Empty Enhancement(1)
02) --> Rest
  1. Recharge Reduction(2)
---------------------------------------------


Member - Pingus, & Legendaries
Angry Sysop 50 BRUTE - Angry Woodsman 50 TANK - Angry Florist 21 CONTROLLER
"Did your Phantom Army just take the Elevator? Imaginary People riding Elevators? *facepalm*

 

Posted

I played a dark def and /dark corr up to lvl 30.

I've read your guide and I do disagree with your opinion in powers/slotting on a few points.

Darknest night : you're right that in some groups some players seems to just go right for the anchor, that seems to be the case with your regular pick-up group. You have to pick your anchor carefully, usually a lt at the back of the group(bosses are 1st target and minions just die too fast). I think not picking darkest night is a mistake, the 25% dmg reduction will help you to solo a lot, not much vs minions but helps a lot vs bosses. Also this debuff is a killer on AV, 25% less dmg means much better chance of surviving the big hits and much less healing required. I would had wished someone had darkest night when Infernal hit my /ea brute for 1.2k dmg.

Shadowfall : I think this power is worth picking just for the stealth which helps a lot for travelling in outdoor zones. The resist bonus is also nice since psy resist is hard to come by and most brutes have 0 defense vs this type. I wished that we had a /dark corr with darkest night and shadowfall instead of 2 thermal when we did that 8man carnies missions. Those bosses were just so painful with their 400 dmg+ psy blasts. I don't see how shadowfall is nuisible to a brute aggro management, unless you're rushing head on alongside him and that's 1 good way to die often because of all the AoE/status effects in the alpha strike. Also shadowfall is a great tool for position yourself next to a spawn and hitting a maximun of foes with fearsome stare cone.

explosive blast : I never used this power, but most of the time when someone in my group use it, I hate it. The mass knockback effect just scatter the whole spawn meaning : 1. anchor debuff just lost a good chunk of their effectiveness 2. AoE effects from other players will not hit a maximun of targets. I will grant it's a great power used responsibly, especially has a oh! [censored] button but spammed it might become a nuisance to the team.

Your build and slotting
Combat jumping : I think the def boost is low on this power. The 3 extra def slot will bring it to 4% from a 2.5% base. I think those slots might be better somewhere else.

You picked recall friend at 22 probably to use with howling twilight to rez more than 1 player. It might be better to pick recall friend instead of CJ and teleport has your main travel power unless you really can't stand tp. Doing so would free up 1 power.

Twilight graps : accuracy is more important than healing. The 6 slot are good except I would put 2 acc before anything else.

Tar patch : 3 recharge will make this power almost perma and usable at each spawn in a team.

Petrifying Gaze : you might want to slot this with hold duration since it will not allow you to perma-hold a lt/minion on it's own.

Maneuvers : I think the def boost it also really low, like 3% unenhanced. Unless you want to pick tactics post 40, I would skip it. Assault is probably a better choice.

Dark Servant : I never got this power (my dark aren't high enough) but I got a MM friend that has it. The dark servant isn't perma. 3 recharge in it will make it almost perma with a 5-10sec wait between each summon.

Hasten : I like to pick up hasten with corruptor even if you can't have it perma anymore. It a great power if you need a boost to dps for 2 mins or you need your support powers to recycle faster, ex. when your recharge rate is slowed by cold/psy attacks or web grenades.


 

Posted

Thanks for the feedback.

The build I supplied was by no means my build, but a generic build meant to show how you can cover a lot of bases with the Power Set Combo. It was a simple sample. Not a tempate for someone to build against.

My primary goal in the way I wrote it up, was to create a build with High Damage (Thus the Term Nuking) and High Buffs/Healing. And you are right on many points. That is why I marked many of the power comments as bittersweet or I am unsure of how I feel about some powers.

I don't use Hasten because a Big Issue with me is Endurance Consumption. I would rather have a good steady attack chain that keeps Endurance in reserve in can I need to do something drastic to get the team out of trouble, than bunring through everything at a faster pace.
But, then some people can't live without Hasten, and think it's the best thing since sliced bread. And I can see why.

It is good to have a contrasting viewpoint.
Thanks!


Member - Pingus, & Legendaries
Angry Sysop 50 BRUTE - Angry Woodsman 50 TANK - Angry Florist 21 CONTROLLER
"Did your Phantom Army just take the Elevator? Imaginary People riding Elevators? *facepalm*

 

Posted

weather u know this or not i just want to reinforce it for those checkin out this build that dont know. maneuvers gives u like 2.32 defense or somethin like that which will literaly never do anything to help you and if ur tryin to be a nuke the just stick with assault and tactices. with assault corruptors get 15%increase which is nuts. with tactics corruptors get 12.5 % bonus


 

Posted

[ QUOTE ]
Dark Servant : I never got this power (my dark aren't high enough) but I got a MM friend that has it. The dark servant isn't perma. 3 recharge in it will make it almost perma with a 5-10sec wait between each summon.

[/ QUOTE ]
The Corruptor and Mastermind Dark Servant powers are different; the Corruptor version has a duration of 240 seconds and a recharge of 240 seconds, allowing it to be resummoned as soon as it drops; the Mastermind version has a shorter duration and a longer recharge time, if I remember the details correctly -- in a similar fashion to how the Corruptor Twilight Grasp has a much larger effect radius than the Mastermind version.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers