Natural Corruptors= Archery/Archery or Assault/traps or...what else.


Daemodand

 

Posted

I am making an alternate build for a blade/will brute, a special forces assassin. I want to make something ranged, but I am not sure how Assault/Traps or Archery/Trick arrow work out. Also I could use Archery/Traps or Assault/Trick arrow.

Already lived through leveling a Grav Dom and a Dark armour Brute, both I would have never used if I had known in advanced the bugs and flaws they have.The point is, which is actually worth it and in what combination?


 

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Traps as it stands is far better than TA, right now. It can pump out just about the same level of nasty debuffs, as well as having a Regen "trap" and Force Field Generator to up personal survival. With FFG, it's also much easier to soft cap, if that's what you choose to do.

From what I've seen and heard, Archery seems to be better for ST damage and lighter on endurance, while AR has better AoE capabilities but costs more end. So it's really a matter of how you prefer to fight. You like higher level, smaller groups? Go Archery. It's inherent acc and solid ST damage will melt through the mobs pretty fast. But if you prefer lower level, large mobs, then ARs massive AoE abilities will cut them down pretty quick. Really, the xp/inf per minute is about the same, from what I've seen.

My advice would be Archery/Traps. Archers get much prettier weapons, IMO, and once you get RoA, you can pretty much handle any size mob you want. And Traps is just plain awesome.

~JP


Just my opinion, feel free to disregard...

 

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Arch/Traps is a good recomendation


 

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Don't forget Dual Pistols, coming with GR. And while it's a stretch, Willpower could convert to Pain Domination.


 

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Duel pistols is going to be awesome, no doubt...

But untill such a time, I'm rolling with an Arch/Trapper and I must admit, I'm loving it.

I like themed builds, so the powers have to have some sort of visual synergy when I play, which is why I rolled my trapper.
Setting up your little ambush, pulling the mobs to certain death and relishing in a well executed death trap!

It's all sorts of fun, and honestly. Mines and grenades never gets old.


 

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Quote:
Originally Posted by Greaser View Post
It's all sorts of fun, and honestly. Mines and grenades never gets old.
Yeah, one thing I have done is used Kinetics as "gadgets" in the past. But it's nice to have gadgets you can actually SEE as gadgets.


 

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Quote:
Originally Posted by Greaser View Post

Setting up your little ambush, pulling the mobs to certain death and relishing in a well executed death trap!
Totally agree. I enjoy this with my /devices blaster and am planning to try it villain-side with an archery/traps corruptor. Most of the gizmos from /devices with a few new toys to play with as well. Healing and defense? Gotta love it.


 

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The only real issue I have, is that early lvl's, you're a tad squishy vs bigger mobs... But this is probably mostly because I skipped on caltrops till later lvl's... I'm guessing there's a connection


 

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Archery/Traps just SOUNDS like a Special Forces assassin.


Too many alts to list.

 

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Quote:
Originally Posted by Greaser View Post
The only real issue I have, is that early lvl's, you're a tad squishy vs bigger mobs... But this is probably mostly because I skipped on caltrops till later lvl's... I'm guessing there's a connection
I'm guessing you're right.

Have you any experience with teleporting enemies into the death zone? I like the concept but have had trouble fitting TP Foe into my build. Even it you can't grab bosses, I think it'd still be fun to watch yellow and orange lieutenants go boom.


 

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I'm playing around just that concept. But I'm saving TP Foe till later lvl's. I tried it early, and found that untill you can actaully place the poison and trip mines... There's no real death trap to speak of anyway.

I found TP friend to be of more use at early lvl's, tho if you're creeping outside, TP foe is a nice way to kill from roof tops. Pull one up, deal with him. When his mates arrive, tp'em off the side, and finish killing him, as they try and run all the way back to you.

But that's of limited use really... And you can't TP bosses. What you do is TP the stuff around him first.

It's awesomely fun tho!


 

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Quote:
Originally Posted by Greaser View Post
I'm playing around just that concept. But I'm saving TP Foe till later lvl's. I tried it early, and found that untill you can actaully place the poison and trip mines... There's no real death trap to speak of anyway.

I found TP friend to be of more use at early lvl's, tho if you're creeping outside, TP foe is a nice way to kill from roof tops. Pull one up, deal with him. When his mates arrive, tp'em off the side, and finish killing him, as they try and run all the way back to you.

But that's of limited use really... And you can't TP bosses. What you do is TP the stuff around him first.

It's awesomely fun tho!
I solo and used TP Foe this way as a scrapper in order to "thin the herd" before tackling the enemy group leader. I agree that it's less useful for a ranged archetype unless you've got the ability to create an actual death trap beforehand.

A bit off the main topic, but one thing I really enjoyed was teleporting Tsoo sorcerors back into melee range after they ported away. Very satisfying way to finish off those annoying hit-and-runners.


 

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Quote:
Originally Posted by Mr_Grumpums View Post
Archery/Traps just SOUNDS like a Special Forces assassin.
I recently rolled one on Liberty and it is so much fun. Archery is end friendly along with the fast attacks you reach scourge range a lot faster efficiently and effectively.

Traps compliments the ranged style that Archery is about. Traps doesn't have to be about toe bombing.


 

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Quote:
Originally Posted by Gemini_2099 View Post
[bla bla bla] Traps doesn't have to be about toe bombing.
BLASPHEMY!

You have bombs? You use bombs. End. Of. Story.

What kind of crazy talk is that... Tsch! Don't use bombs... In all my years I never...

If we could mount bombs on arrows, we would. Heck I'd stick 'em in a sock, cover it with tar and launch them at you, all sticky like if I could... But all we get is placeables... Hence, we use placeables!

Now be a good villain and run along... There are innocents and Heroes out there, who aren't going to blow themselves up!


 

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I love my AR/Traps Corr. Once I got ignite and flamethrower I starter eating mobs up. Arch is very similar, so should be nice. 2 suggestions though

1) Do not take the grenade from AR - counter productive
2) Do not skip snap shot. Its a proc machine. Put the +heal, +hold, and 2 damage procs, add a couple of Acc/Rech/Dam and Acc/Rech/End and ur gonna love it.


 

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IMO the grenade is not as skippable as some would think. Like a lot of powers you just need to use it at the right times. Like against a wall or in a corner. Just because you have the power doesn't mean you have to use it whenever it's recharged if you're in a open outdoor map. Also, it's another AoE... that's rarely a bad thing.

But if you find that you don't like it, get rid of it (you get it pretty early so you don't have to wait long to figure it out and respec).

As far as your natural concept goes, you could get a little creative and put some type of tech gloves on your character and then you can choose any type of blast set and just say the gloves are your weapons. Basically, just because you want to make a normal, natural, human character does not mean you are stuck to AR/traps, or Arch/TA.


 

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you can do fire/dark...

just say you're an alien.

wouldnt gadgets fall unavoidably into the tech category?


 

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Quote:
Originally Posted by Gearford View Post
you can do fire/dark...

just say you're an alien.

wouldnt gadgets fall unavoidably into the tech category?
You're right, people don't understand that "Natural" doesn't mean "no superpowers". Superman is Natural. There needs to be a term for "no superpowers", but "Natural" isn't it.

Gadget types could be Natural or Tech. If I have a Gadget type guy who gets his equipment from elsewhere, I usually use Natural. If he makes the stuff himself, Tech can be most appropriate. If it's a powersuit, I lean more towards Tech. If the technology is implanted/permanently affixed, then definitely tech.


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