Rad/Therm
1. N Bolt, X-Ray Beam, Aim, Cosmic Burst. Proc N Bolt (mine is 2 Nucs, 3 damage procs, and the -res proc)
2. Don't heal someone unless they really need it, but against most uncoordinated zone damage spam you should be fine if the spike target has phase up or can try and evade
3. Mez resist (stacking Thaw, in this case) can be the difference between a 6-second hold and a 2-second one. That's a lot of time difference when someone's setting up to spike a mezzed target. The slow resistance is nice too
4. Heat Ex is crazy good (considered to be one of the last really good debuffs), Melt Armor is still great for tagging spike targets with (and debuffed Regins are good Stalker-bait)
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Any tips for the Epic pools? I notice corrs got PB and hibernate. I'm leaning toward PB on both builds since I intend on taking phase. Oh, and Focused Accuracy, which, while being an endurance hog, would certainly mesh nicely with Web Cacoon.
--Also, on the question of debuffs, how do Heat Loss and Benumb fare nowadays? And do defenders (Yes, I know we're talking about corrs, but I used to be a huge Defender fan) still benefit from the Unresisted Debuff bonus?
There seem to be two common methods when it comes to building a Therm these days, and it seems to lean on what you're planning on doing with the character. Most of the time you'll see people with Speed, Leaping, and Fitness, leaving the fourth power pool and the patron pool open for some variation. Here's what I've seen:
* Concealment (for Phase) and Soul Mastery (for Power Boost, Soul Storm is hella nice if you can fit it in)... works better in a team scenario where you're not the only buffer, and something else can give you perception, as you'll be pretty much blind on your own. Not really recommended for duels, and since PB doesn't help Therm much (bigger green numbers on Warmth and Cauterize, higher tohit on Forge but that's a waste with DR, and I think the -def on Melt Armor). +Special gets hit pretty hard by DR, so this isn't exactly a common way to build (my Emp Troller's Absorb Pain goes from about 1800 when PB'd in a PvE zone to just over 1250 when PB'd in a PvP zone).
* Leadership (mostly for Tactics, but Maneuvers and Veng are places to slot LotGs and -KB IOs, and/or Assault adds a respectable amount of damage) and Leviathan Mastery (Hibernate, Spirit Shark Jaws if you can fit it in). Seems to be the more common build variation, as you get extra perception, extra tohit, and then Hibernate. I'd use this in duels and small-team matches where you are one of the only (or the only) support characters.
* Concealment (again, Phase) and Mace Mastery (webnades and Focused Accuracy). This one's kind of an end hog, but you're getting some tohit, acc, and perception out of FA, and webnades are always useful. Probably would use this one on a bigger team if you don't do many small matches and there are other buffers watching your back (other Therms for more +res since you're missing out on a bit by going with a defense-based shield, for example).
EDIT: (to answer your edit) Heat Loss still does crazy -rech and it'll make an opponent sit there staring at circles in their power tray for a while. Movement slows got kinda nerfed so you need to stack a bit to make it work. Benumb's nice for the -special. Regarding Defenders and unresisted debuffs... those don't exist anymore. Blasters lost their 10% unresisted damage, Scrappers and Stalkers lost their unresisted crit damage (the crit portion of AS still is unresisted, but that's about it among non-bugged powers), Corruptors lost their unresisted Scourge damage, and Defenders lost their unresisted debuffs. With the loss of unresisted debuffs, there's almost no reason to play a Defender over a Corruptor except for a few specific builds in certain scenarios - Corruptors generally have more HP, better damage, Scourge, and don't need to pick between a phase power and perception since they have access to Hibernate and Focused Accuracy.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Slotting Wise, are you going to want to focus on adding Res to the shields or will DR just nerf those right down?
I know theyre good to have for Steadfast and whatnot, but wasnt sure if theyre really employed in team PvP as much.
@Psycho Jas
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Maybe a Rad/Sonic in team matches (Rad's kind of bad in duels these days), Storm/Dark possibly. Other than that... not so much.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
res sheilds 3 pvp res ios for the +kb 1 steadfast proc for the + kb - so you dun get knocked back.
Being out of the PvP loop since the dreaded i13 changes, I feel like a newbie all over again. So, I'll skip straight to my question-- how are the cool kids rolling their therms nowadays? What powers in Rad blast are being taken? How is heal decay being dealt with? Just how useful is something like Thaw's mez resist with the new mez system?
My Rad/Therm is quickly approaching 50, and I am planning two separate builds-- one more support orientated, another more offense.
Also, I've heard that many debuffs in general aren't quite as powerful as they were pre-i13-- how have the changes affected HE and HL?