Best Corruptor
They are all good. Honestly, it's really hard to make a bad Corruptor no matter what you pick. If you're into buffing the team then go with Rad, Thermal, Cold, Sonic, or Pain. If you don't want to be bugged with constantly applying buffs try Dark, Traps and Trick Arrow. Also, don't forget your primary is damage....and picking a good damage primary can help a team as much as your secondary.
A classic build is a Fire/Dark. Mostly because of the synergy of Rain of Fire with Tar Patch. Which honestly is about as good as it gets. Since Fire does really good damage and Dark does a little of everything it's an easy build that's good right out of the box.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
The only corr Ive stuck with long enough to IO out is my stormy. Great debuffs and mitigation.
There are very few, if any "bests in general" in City of Heroes. There are bests at very specific and narrow circumstances.
"PvE" is about as broad and "NOT narrow nor specific" one can be.
For team play, primaries that deal heavy AoE damage are best. Fire, Archery, Rad, etc.
For Secondaries, really most of them are pretty damn good for teams. Kins bring tons of speed and damage and endurance, but little damage mitigation. Thermal brings tons of damage mitigation, but little endurance. Every set has their pros and cons.
The only sets I would recommend NOT using are Traps and Trick Arrow. They simply don't bring as much to the party as the other sets.
There is no single best corruptor, as the other posters are saying. Even Fire/Dark (which I have one) is kinda situational. It's heavy AoE's are a huge End hog on solo and small team mishes. It's major advantage is the healing fluffy and Fearsome Stare, which is a great tool for managing alpha strikes. And on large teams of course you can do major damage.
I'm playing an Ice/Rad corruptor right now and it's very balanced. Strong solo with good single target damage, has Aim, and also two (so far) good AoE powers. Plus Ice Blast has two holds, for a somewhat controller-ish play style. There's a bit of synergy too in that Ice Blast is all about Slows and -Recharge, and Lingering Radiation will stack with the slows.
There's a bit of dis-synergy in that Rad likes things packed together for Rad Infection and Enervating Field, and Ice Storm causes scatter. It's not a huge deal because stuff dies quick enough regardless.
I like my Dark/Pain too, although again that's a toon heavily skewed to team play. It's a buff heavy build that's hard to solo. I ended up with two builds, one with mostly attacks for solo, and one with all the goodies in /Pain for team play. This works well but it's a bit of a pain not having everything in the same build. Again, I'm finding Ice/Rad more balanced.
So over all a good, balanced solo and team combo is Ice/Rad, imo. I'm sure there are others, but I don't see Ice/Rad mentioned much and I'm surprised at how good it is.
Queue music!
The best corruptor is the one you enjoy playing.
Close your eyes when you pick your primary and secondary powersets, it will result in a good Corruptor.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
^ This, but also Fire/Dark, Fire/Storm, and Fire/Kin.
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I have not really got to play my fire/dark much, does it team well? I have a rad/rad that makes missions a ton easier it seems and any /thermal (except the one i was playing with last night that only had warmth, HE, and melt armor) makes teaming much easier. I also just respeced my dark/cold for a pve build and took all the shields and frostworks and it seems to bring alot to the table as far as some buffing and major debuffs go.
I failed my resist troll check, and so I must defend /traps.
/traps strengths:
-seeker drones eat the alpha
- poison gas trap is an AV murder machine, and very helpful on normal crowds.
- acid mortar is like having your own longbow nullifier pet
- force field generator +DEF to you and the team, with much less effort then re-applying stuff.
- caltrops/web 'nade are fantastic paired with a DoT AoE like rain of fire or in my case bots' burn patches.
- triage beacon is sorta decent.
A set traps and pull strategy is deservedly un-appreciated. But a toebombing /traps is a force with normal content, and the -regen completely changes the character of AV fights.
I have not really got to play my fire/dark much, does it team well?
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As to the OP, outside of possibly TA and trying to convince a group to work with traps instead of doing the normal thing - Corr secondaries run a pretty wide gamut of excellent choices depending on what you're looking to do.
Primaries, I think there is a good deal of solid choices there too but Fire is probably the best "all around" set. I'm also a fan of Sonic.
Uh... lolz? I hope that was a joke. I'm not going to debate the Trick Arrow part, but Traps.... don't bring as much???? You just have got to be kidding. A trapper will be far more useful for high end content than... any of the others.
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Ironically enough, the time when Traps shine is when they are on crappy teams, since they have all the time in the world to use their abilities.
Traps is not a *terrible* set, but nearly all other sets bring more to the party, and are more team friendly then Traps.
Not true Candlestick unless it's a speed run of a TF or SF.
- seeker drones
- poison trap
- black scorp's webnade
- rain of fire
- fireball
And that's just for normal mobs.
There's no setting up and pulling, it's all at full speed ahead.
There are fast teams and very fast teams. I agree very fast teams are a bit tougher for a trapper but all you really have to do is recast FFG since it'll be the thing that won't keep up.
I love my fire/traps. I also love peanutbutter.
Traps was nice before PGT got pooped on in I13. TA's an undervalued set but it's far more useful in PvP than PvE.
"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."
Not really. A /dark brings more to the table in every situation. I have both.
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Traps was OP, to those that slotted PGT with procs, pre-i13. Now it's a lot more than merely "nice".
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No, it won't. I've played traps. I've played pretty much *every* support set. Traps simply takes to long to set up, and fully utilize it's debuffs. A decent team is going to be moving through the enemies at a decent pace, and the traps player will simply not have enough time to leverage their abilities.
Ironically enough, the time when Traps shine is when they are on crappy teams, since they have all the time in the world to use their abilities. Traps is not a *terrible* set, but nearly all other sets bring more to the party, and are more team friendly then Traps. |
But when someone accidentally pulls a second group, or there's a big ambush, or something non-trivial like an AV shows up... those powers I haven't bothered with for a while are available and recharged. Bingo, what might have been "interesting" quickly becomes as routine as the trash mobs, and the team continues to steamroll.
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Traps was OP, to those that slotted PGT with procs, pre-i13. Now it's a lot more than merely "nice".
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The only (commonly taken) Dark Miasma power that might not see use as much on a steamrolling team is Tar Patch, but with some recharge slotting and set bonuses you'll have it up every few spawns anyways. In terms of mobility, Dark brings -tohit and -dam, -regen (lots of it, actually), a hold, a really really good cone terrorize/-tohit, one of the best AoE heals in the game, and a pet that is basically a miniature version of you.
"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."
OP, perhaps. Deserving of the level of nerf it got, not even a little bit. Traps is a decent solo set but if you're on a team that's moving even a little bit quickly the only real mileage you'll get out of the set is FFG (yay, by the time I've got my Acid Mortar set up the team's on the next spawn!).
The only (commonly taken) Dark Miasma power that might not see use as much on a steamrolling team is Tar Patch, but with some recharge slotting and set bonuses you'll have it up every few spawns anyways. In terms of mobility, Dark brings -tohit and -dam, -regen (lots of it, actually), a hold, a really really good cone terrorize/-tohit, one of the best AoE heals in the game, and a pet that is basically a miniature version of you. |
You are right on the brute's heels into the middle of the crowd, right?
I quite literally wrote the guide to Fire/Dark and my AR/Traps is just as much of a beast on a rush team as well. It's all about how you build and how you play. Neither one is better than the other.
http://www.virtueverse.net/wiki/Massacre_Melanie -the original Fire/Dark Corruptor -
http://boards.cityofheroes.com/showthread.php?t=115217
The Guide to BURN
Actually, on a steamrolling rush team I'd give the nod to /Cold over /DM or /Traps.
Sleet recharges and animates faster than Tar Patch and takes an Achilles Heel proc. It covers a much wider area than Acid Mortar realistically can on a fast moving team.
The huge amount of -tohit that DM brings is awesome, but for a speed team the defense shields are more effective at damage mitigation because they provide their benefit no matter where you are, where the teammate is. They will also protect against pretty much all attacks aimed at the player, whereas DN/FS only protect against attacks made by the enemies hit by those debuffs.
FFG provides boatloads of defense and mez protection, which is awesome but...the FFG is slow so you either don't get its benefit or spend a lot of time resummoning it. Even then, people have to be standing around you to get the defense.
Cold also has Heat Loss to stack massive -res and the endurance buff helps a lot with steamrolling teams because you can nuke with the only penalty being retoggling.
Traps and DM are both very powerful, but /Cold is better for speed teams.
The Melee Teaming Guide for Melee Mans
So I am just wondering what people think is the best all around corruptor for PvE, or which brings the most to the team. I know /kins and /therms bring alot to a team as well as /rad. I have read alot about how much of a spawn killer fire/dark is (i just rolled one in fact). Anyway, just wondering what everyones opinion on what the best pair is for PvE.