DP/storm advise?


Bloodfox

 

Posted

hi, i recently came back to the game from a quite long break and made a DP/storm corrupter. My only other high level char was a elec/elec brute, so i have not had much experience with range classes
im wondering what powers i should go with from these sets, and are there any power pools powers that i need? (ive noticed that empty clips from DP isnt very good, does this get better late game, or should i drop it?)

thanks


 

Posted

I think that Storm is going to be counterproductive to your DP powers. DP currently is one of the lowest DPS atm. Not horrific but low.

DP AOE attacks are very short range and I can see you accidentally pushing mobs out of your AOE with Hurricane or even Lighting storm.

Storm is not loved by many because of all the KB it has and of course the players running around with Hurricane on all the time.

Storm shows it strength against AVs and GMs. But other then that fast pace teams do not have time or willing to have the time to pull mobs into a corner so a stormer can hold them in there etc..

If you want Dual Pistols then I would switch Storm for Traps, Dark, Kin..

If you want Storm then I would switch Dual Pistols for Rad, Ice, Sonic.

If you want a build then simply look around for any Storm build download it and replace the attack component with Pistols. Just look at what others are listing for DP in other builds and you will get a feel for what many think is good and bad. Just remember to pick powers that work well with Storm powers. Think power sets, example when I have hurricane on I will be using this attack. When I have Lighting storm on I will be using this attack.


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

 

Posted

I'm gonna go on a limb here and recommend that you not use DP/storm as your first ranged toon. Dual Pistols, simply said, does not have anything close to the damage output that you're going to be used to on an elec/elec brute. It's middle-of-the-pack and has some interesting effects that you can juggle between, which might lend itself to players who are a bit used to that sort of thing. /Storm is a controversial set not really because of the powers in it, but rather how they can be easily misused or poorly managed by players. If you're not familiar with how to manage a corr, then it's probably not the best choice to learn.

BTW, I think the consensus at this point is that Empty Clips is a reasonably skippable power and that Bullet Rain is generally considered the better choice.

I'd generally agree with the above: If you want DP, go for DP/Dark (good debuffs, great heal), DP/Kin (team buffs, dmg buffs), DP/Rad (killer debuffs, coordinating with DP/ debuffs). Not sure on /Traps (never rolled one) - but the general feeling is that it is a very "safe" but very slow solo set with very good debuffs. But slow.

If you're looking for some reasonable "starter" sets for ranged toons, Fire/ has the highest raw damage output, Elec/ might be closer to what you're used to on your old brute, and Ice/ has nice slows, ST damage, and a reliable hold to help you mitigate (on top of what you get from your secondary).


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Posted

ok, thanks!

i went storm because the last power looked awesome
i might try fire/rad, would that be a good combination?


 

Posted

Fire/Rad was my fire Corr, and in fact my first toon on CoX. So, I have a bit of a bias toward it. Fire/ will bring a lot of damage to the table, and /Rad will grab a lot of debuffs and will be well-welcomed on teams for destroying AVs, EBs, etc. You will become an aggro magnet, with it though (the debuffs will aggro), so be ready to faceplant a lot when you draw too much aggro. Still you'll have a self-heal and slotting your early debuffs for -to hit will increase survivability (you can change these out later for -def or whatever, or both).

/Rad opens up most of its core powers early, and can allow some looser slotting due to several powers which just aren't always well suited toward corruptors. Choking Cloud is generally considered skippable, and Fallout is a situational power that many people decide to leave behind (as it requires a dead teammate). EM Pulse (The T9) is occasionally debateable (I like it).


"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge