Powerset Advice - casual/mostly new to corrs
Hey Mordheim, by the sounds of it you're likely going to benefit the most with something that is both solo-friendly and an early-bloomer, and to that end I would recommend a /dark or /rad. Both sets are also amazing on teams.
If you do take either of those sets, then be especially sure to slot Darkest Night and Fearsome Stare or Radiation Infection with -tohit to increase your survival, which you're definitely going to need for the Praetoria content.
If fire blast does not suit your fancy, then ice, archery or sonic are also pretty solid sets. All three of them also provide a mez power which can be useful when you are soloing a tough mob.
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Dark Miasma is a great secondary for just about everything. It's safe to solo because of its powerfull heal and control powers. And because of that same heal and usefull debuffs you'll also be very welcome on teams. I'm also a big fan of storm both for solo and teams, but it involves a lot of knockback, so you'll have to learn to play with that.
Sets not to take for solo play: sonic, cold, and to a lesser extent thermal and pain dom. Great for teaming, but most of their powers are ally buffs, so useless by yourself.
As for primaries, there's lots of good things there. Personally I think fire makes a great pairing with dark, (tar patch + rain of fire!) but as you ruled that out, you can try Ice. It has good single target attacks, also a rain and a hold to help you with survivability.
Archery is nice, a bit slow at start but near unstoppable once you get rain of arrows. Since it is a weapons set it has some redraw issues with an active secondary like dark miasma. Same for Dual Pistols.
I haven't tried Sonic for myself yet, but I hear good things about it. Energy blast does mid level damage but is good for survivabilty with all it's knockbacks.
Personally I also like Dark Blast a lot. It's not a big hitter, but it's -tohit effect, paired with the onces from Dark miasma makes it nice and safe and it has some nice utility powers. an AoE stun, (that needs slots to make it worthwile) AoE immobilise, cone knockback and even a small selfheal.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
Anything Traps..
Here is a build someone else posted on the Defenders forums.. It holds true with any AT that can use Traps.. I have a Sonic Traps which is somewhat in line with this build.. My Sonic Trap is not completely defense capped as this spec is, but it is pretty much covered all around. I can do +1 +8 missions and even +2 +8 missions, granted a bit slower though..
Oddly enough because of this whole cottage rule / mantra the game developers have they do not like to change powers around, so that being said Traps is so good I am surprised that it made into the game the way it is.. Simply with Traps and the standard set of defense powers which you need to pick up will see you can max out any AT that is traps.. This makes you a Super Super Hero / Villain..
The reason I am mentioning this is because you tend to be soloing and like the survivability, which without a doubt this has..
Just load up mids twice copy out all the defensive powers and slot whatever type of corruptor you want..
You will pretty much be walking into a group of mobs and just dropping down trip mine as they miss you.. And then laying down the rest of your aoes..
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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JusticeZero high defense (v1.00.i18 sets): Level 50 Science Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Web Grenade
- (A) Enfeebled Operation - Accuracy/Recharge
- (21) Enfeebled Operation - Accuracy/Endurance
- (31) Enfeebled Operation - Endurance/Immobilize
- (43) Enfeebled Operation - Accuracy/Immobilize
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (31) Decimation - Accuracy/Endurance/Recharge
- (31) Decimation - Accuracy/Damage/Recharge
- (A) Slow IO
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (5) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Recharge
- (A) Exploited Vulnerability - Defense Debuff
- (7) Exploited Vulnerability - Defense Debuff/Recharge
- (7) Exploited Vulnerability - Defense Debuff/Recharge/Endurance
- (37) Touch of Lady Grey - Chance for Negative Damage
- (43) Devastation - Chance of Hold
- (46) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Defense
- (9) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense/Endurance/Recharge
- (25) Luck of the Gambler - Recharge Speed
- (A) Thunderstrike - Accuracy/Damage
- (11) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (A) Lockdown - Accuracy/Hold
- (19) Lockdown - Accuracy/Recharge
- (19) Lockdown - Recharge/Hold
- (42) Lockdown - Endurance/Recharge/Hold
- (42) Lockdown - Accuracy/Endurance/Recharge/Hold
- (43) Lockdown - Chance for +2 Mag Hold
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Cloud Senses - ToHit Debuff
- (23) Cloud Senses - Accuracy/ToHitDebuff
- (23) Cloud Senses - Accuracy/Recharge
- (25) Cloud Senses - ToHit Debuff/Endurance/Recharge
- (40) Cloud Senses - Accuracy/Endurance/Recharge
- (42) Cloud Senses - Chance for Negative Energy Damage
- (A) Empty
- (A) Obliteration - Damage
- (27) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Detonation - Accuracy/Damage/Endurance
- (29) Detonation - Damage/Range
- (29) Detonation - Damage/Endurance/Range
- (33) Detonation - Accuracy/Damage
- (33) Detonation - Damage/Recharge
- (A) Luck of the Gambler - Defense/Endurance/Recharge
- (33) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (46) Karma - Knockback Protection
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (50) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (40) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Aegis - Resistance
- (48) Aegis - Resistance/Endurance
- (50) Aegis - Resistance/Endurance/Recharge
- (A) Endurance Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
But the above combination, it's just magical. I mean, even if you're not really into AOE fighting, it's still really fun to do. The heal (when slotted for Acc) is very reliable and I find myself quite enamored with Fire's +DoT feature on many of its powers.
The only weakness here, you'll find early (and often) is our lack of health. I can take maybe two hard punches from an orange before I'm blinking over 0 health. This means I go into evasive hover-fights, carry a couple emergency inspirations and don't slouch at the evasive hover-fighting.
Seriously man, Corruptor is an awesome choice for range. I really don't get this same feeling with my other characters at all.
Edit: this is how I farmed a tip this morning.
Thanks for all the advice. I tried a few combinations of the suggestions and settled on Sonic/Dark for now. Only level 10 so far, but I'm quite enjoying it compared to previous endeavors. End is a little touchy at times, but with Darknest Night even at such a low level I don't feel like I'm dying constantly. Getting used to finding and anchor that won't just die in teams will be something I need to get used to, but all in all it is fun times.
Dark Miasma is definitely the best suggestion (look for yellows near the edge of mobs for anchors), but I'll also throw in a subtle "try crabbing!" suggestion. Having played brutes, you would likely enjoy a crab spider with a ranged AoE focus. They're sturdy, team friendly, and very pretty.
Talen_Lee: Taking absorb pain is like branding 'H' on your forehead. Which stands for 'Failure'
Scarf_Girl: ever since I six slotted my Rp with cyber/emo Hami-O enhancements they haven't been able to touch me
I like Assault Rifle/Dark Miasma. Dark is an excellent secondary for solo play, and it maximises many of the abilities of AR. Tar Patch means Lethal isn't a problem any more, and it turns the fire-damage attacks from powerful to outright devastating. It also keeps the enemies nicely aligned for your cone attacks. Most importantly, plenty of holds and Tar Patch means that Ignite goes from situationally good to absurdly powerful.
Glad you're liking it, Sonic/Dark is a great choice.
Once you get the cone sleep (Siren's Song) you can solo in almost total safety. Sleep the spawn, drop Tar Patch under them, Darkest Night on the lt/boss and start taking them down one by one.
Dark can be a little end heavy but you should be golden once you get Stamina. Sonic itself is very endurance-efficient, with the DoT on Scream and all the -res.
As for finding a good DN anchor in teams, yeah it can be tricky. The usual answer is to put it on a lt/boss because they'll live the longest as most minions die in the AoE salvos. However, depending on the team the lts/bosses can drop as fast if not faster (Scrappers and Stalkers )
On teams where everything is dropping really fast what you can do is either not worry about DN because stuff isn't a threat and focus on Tar Patch/blasting or, (once you're feeling more confident with your character), move ahead of the team and pull back to them with DN.
Throw DN on the toughest thing in the spawn, run back and hide round a corner. Mobs pile in, drop Tar Patch, team rejoices. This can be tricky and isn't always appropriate, so just judge when to use it.
The Melee Teaming Guide for Melee Mans
I'm partial to Dual Pistols/Dark Miasma, myself.
It might not be the best late game because everything resists lethal damage, but it's pretty fun to play and has it's own stun/hold (depending on if you play with or without an ammo power)
When it comes to dark miasma in teams, I don't bother using Darkest Night, since even LTs/Bosses die fast. The only time I'll use Darkest Night is on an Elite Boss/Arch Villain.
That still leaves Tar Patch, Shadow Fall, etc as ways to use your secondary.
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
Fyar/rad!!!
First off let me try to give enough information to make any responses helpful =P I play CoX on and off at times when I need a break from other things and to just have fun. That means my play is pretty casual and will likely stay that way. Some of my primary enjoyment comes from what I think are great story arcs (I particularly enjoyed some of CoV and am really loving GR) and some of the very well written AE missions.
I exclusively PvE and tend to play either in short bursts or at odd hours. While I enjoy grouping and try to when I can, my play habits mean that I am often solo. I normally play brutes (and now scrappers with GR) because the survivability helps me solo and it is easy to take the same thing into a group and help out reasonably well. I really would like to find a corruptor that I enjoy because a) I want something ranged and b) I often enjoy playing support characters.
I have done some research here and sadly the common suggestion just doesn't do it for me; for some reason I have tried Fire/* and I just really can't get into Fire as a primary. I don't necessarily need something that is going to be the end all be all at max level and some incredible powerhouse (I may never even get that far =P) but I feel like most times when I start a corruptor I feel constantly in danger of dying, not terribly effective, and usually give up by level 20. I'm pretty sure the problem is with me and not the AT, so in an attempt to really sink my teeth into corruptor-ing I'm here to ask advice!