Character Suggestions


DrMike2000

 

Posted

I'm looking for a new toon to set up to do the "high level" content that coming.

I already have a few Kins. So I don't want one of those.

I'm looking for something that:

1. Does Decent Damage
2. Can survive aggro from AoE damage
3. Has interesting mechanics that make it survivable and help a team with difficult content

Any and all suggestions very welcome.


 

Posted

My favorite Corruptor right now is my Dark/Sonic. Built for defense and +recharge, it has a heal, mez protection, resistance, defense, and -tohit, along with the full suite of ally buffs. It's no Brute but is quite survivable while delivering nice damage. My build is a bit pricey but you could do it for less I'm sure, and you didn't specify cost concerns.


 

Posted

I'll echo sonic as a possible secondary. Quite survivable (especially with IOs on top of the mez protection and resistance) and extremely useful team buffs/debuffs. For a primary to pair with it, sonic and fire are both great choices.


 

Posted

*edited due to thinking this was in a different forum*

Sonic/Dark is fun: plenty of debuffs, and good damage besides. Sonic's -res paired with scourge=win. Toss in a cone sleep, a cone fear, a ST stun, a ST hold, and your'e off and running.

Sonic/Sonic is fun, but be prepared to dual build, as there are some powers you'll skip solo in /sonic. This gives mez protection which is huge later in the game, and some good -resistance in both sets.

Rad/Rad-an oldie but a goodie. Also works well with a 'blapper' mentality, as playing close and personal can be the safest with /rad, where enemies can flock to you to be debuffed by a close anchor, and start choking due to choking cloud.


 

Posted

Secondary,

I've wanted to do a Sonic Secondary for a long time. I've heard it has endurance problems, and I've never liked not being able to use the - Resistance Ally buff aura, while solo. Not that I solo a ton, just I'd like to have access to it solo, since it really helps up damage. Too bad there isn't a melee pet in the Primaries.

I've also thought about Pain, but I really don't have a good feel for it.

As for a primary, I already have a Trick Arrow/Dark Defender, that I like. But I could see doing Fire or Electricity as a primary.

Its funny, but I hadn't thought much about doing other AT since I really do like those Defender/Corrupter/Mastermind/Controller sets that are buff and Debuff. I guess Controllers have access to them.

Masterminds, I have a Thugs/Dark. He's cool and all, but its so hard to fit themes with the minions.


 

Posted

Sonic Resonance is a very frustrating set to play solo.

Disruption Field doesn't work without an ally or pet, and Sonic Siphon is much less useful when you're the only one attacking, since it uses End and animation time just like an attack would. So you're far from the king of -Res that you are on teams.

Pain Domination is surprisingly good. When I looked at the set on paper and compared it to Empathy I was gutted, but having played a couple of /Pain characters I'm surprised how good the auto-aura-rocking heal power is. Zero attention/animation time required, everyone including yourself heals all the time.

I'd recommend Traps. You get a really good range of powers and effects and mez protection from Force Field Generator. Combine it with Scoprion Shield from the Mace Epic and you're laughing. I've done Traps/AR and working on Traps/Sonic now, I'd recommend Sonic Blast out of the two.


 

Posted

Mike,

I would do Traps, but I don't think the toon I have in mind would use the Technical stuff. Mechanically a great set, but I just can't use the Animations for the Toon I want to build.


 

Posted

Rad and Dark are all around very strong secondaries that meet your criteria, with Dark having more control and Rad having more varied debuffs.

Sonic is great for high-end teaming, but can be awkward for soloing. Soloing my Fire/Sonic most of the heavy lifting is done by Fire and Sonic Siphon. Sonic really shines on a team, whereas Dark and Rad are less specialised but equally viable solo.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Talionis View Post
1. Does Decent Damage
Fire - monster AoE machine

Quote:
Originally Posted by Talionis View Post
2. Can survive aggro from AoE damage
Radiation - decent heal, array of toggle debuffs that can really make the difference (-tohit, slow, and -res).
Dark - excellent (target required) heal, fearsome stare, fluffy, AND Howlling Twilight...the gem of the set (imho). All can help stop and\or reduce incoming damage to you and your team.

Quote:
Originally Posted by Talionis View Post
3. Has interesting mechanics that make it survivable and help a team with difficult content
Radiation - self\team END recovery booster, toggle debuffs, decent rez, and what I like to call intereting mechanics...fall out....and a nice tier9 AoE hold that can stop the alpha attack before it even starts.
Dark - spawn lockdown machine. cone fear\-tohit, AoE disorient, AoE slow, and AoE -RES. Lock down a spawn and solo or teamed, things will die...and fast. howling twilight...an AoE rez that has all kinds of secondary goodies means the entire team can wipe, you can tp them all on top of each other, then get a baddie near them and rez them all...or if they're all near each other...you can REVERSE a team wipe all at the same time disorient the spawn, slow them, and reduce regen.

My personal pick would be fire\rad or fire\dark. Both solo exceptionally well and both team exceptionally well. This is not to say that other primaries won't work with them, but I happen to love fire when combined with rad or dark (although I have a small addiction to my rad\dark corruptor).


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

/cold corruptors is a late bloomer, but in the late game it really shines with heat loss, sleet, and benumb. I recall one instance where my Ice/cold took it to Baphomet on a trio. The cold debuffs made the fire attacks tickle.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I would go with Fire/Traps. Good AOE, good single target damage, plus your secondary can debuff resistance, plus you can softcap defense for ranged, aoe, smashing/lethal and energy, with high values against other stuff. Also, traps has lots of fun toys.

Here is a sample build in Mids' thingy.

Lewis

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

ZZZ COR Fire Traps: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(13), RechRdx-I(48)
Level 6: Caltrops -- Slow-I(A)
Level 8: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx/Rng(15), RechRdx-I(48)
Level 10: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(11), ShldBrk-DefDeb/EndRdx/Rchg(11), ShldBrk-Acc/EndRdx/Rchg(39), RechRdx-I(39)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 16: Force Field Generator -- DefBuff-I(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(43)
Level 26: Aim -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(31), RechRdx-I(39)
Level 28: Seeker Drones -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31), SipInsght-%ToHit(46)
Level 30: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 32: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/EndRdx/Rng(34), RechRdx-I(48)
Level 35: Trip Mine -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Boxing -- Acc-I(A)
Level 41: Web Envelope -- Enf'dOp-Acc/EndRdx(A), TotHntr-Acc/EndRdx(42)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(50), RedFtn-Def/EndRdx(50), RedFtn-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Scourge



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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

ill second fire/traps as a good choice. double acid mortar with an AH proc gives some very viable (60%) -res, with 40% -def to boot. (I have it slotted AH proc, apoc proc, lady grey proc, shield break proc and 2 50 common recharge IOs, so they even help with damage)

caltrops are a wonder either group or solo. solo they scare everything almost without exception, so lay some at a corner and you can run around that corner to break LoS and rest or do whatever. in a group you can put them between the group you are fighting and the next one so runners/anchors dont go makin' things bad for ya.

PGT with web nade for some serious -rech and speed, also the immob with the nades using 2 common 50 IOs lasts ~35 seconds, so double stacking for bosses is very effective (although I usually go for more slow), the -regen is great for group GM fighting and even makes solo possible. with lockdown this thing becomes a beast.

BotZ in travel power (i went cj/sj with two so i wouldnt need a karma) with health+aegis in tough is great protection from kb/hold/immob/stun/sleep (the effects that will have melee enemies catching you) FFG is also a huge defense boon for a minimal stamina cost (unslotted I have the stam back before the thing even finishes coming down) to the entire group

im not as big a fan of the seeker drones, but the -40% damage between the 2 of em is very popular among others.

the trip mines and time bombs are some setting up but well worth it if thats your thing.

Fire is sick damage and if you are having the mortars tank solo thats a real useful thing because the mortars are on timers.

also catching a mob that gets halfway through the trops before turning around with a RoF sounds gravy, almost like a fire/dark but with a damageing tar patch and acid mortars.