Corr vs. Blaster


Adeon Hawkwood

 

Posted

Hello all,

I wanted some opinions on my 2 toons. I really have very limited play time and would like to take one to 50 and concentrate on getting it IO's.

This is not a Corr vs. Blaster in general question but an endgame DP/Rad Corr vs. DP/Nrg Blaster question. I do play solo but prefer groups. I HATE healing and only use mine as an oh crap button. I like both alot for different reasons. I see massive potential in the Corr as better end game grouper for the debuffs but as of right now the Corrs DPS seem very bleh compared to the Blasters. (Corr = 24 Blaster = 25). But I also see alot of potential in the Blaster as massive single target DPS with /Nrg. I really just want general input and opinions about DP/Rad Corrs and DP/Nrg Blasters with a focus on end game grouping. Thanks in advance.


 

Posted

The Corruptor, hands down.

Buffs and Debuffs are hideously overpowered in teams simply because there is no limit to how deep you can stack them. The extra damage that the damage ATs brings pales in comparison to a support character's ability to boost the entire teams damage not to mention their ability to help keep the team alive.


 

Posted

I do love my /NRG Blaster but I reluctantly agree, the /Rad Corr indeed wins hands down.


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Posted

I run a lot of TFs. My standard answer is "Play whichever you enjoy more," but there is no denying that, in your case, the corruptor always adds more to the team.

Given the choice between a Blaster and Corruptor, and all other things being equal, I would almost always choose the Corruptor. There are some edge cases, such as already having a kin and the choice being between a blaster and a */kin corruptor. At that point, the second kin adds little, since everyone should be at or near damage cap already, and the blaster has the higher damage modifier to be buffed.


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Posted

Blasters will, at base, give you more DPS than Corrs. There are always modifications to this as Corrs generally have (and /Rad in particular) have ways to up their damage potential by debuffing the target or buffing the team. Blasters will also have access to Build Up, which Corrs don't (and on DP/ they don't get Aim either).

Part of your disappointment with your DPS, I think, is actually an issue with your powerset. Dual Pistols is not an OMFGUBER damage set. It's not awful either - it's a solid, middle-of-the road set that provides a lot of versatility depending on what role you want to play. Just keep that in mind.

As for my preference? It's despite the above bit about damage, I'm gonna go Corr. /Rad is a great team set, easy to learn, and no one will really complain about you being on the team. Also, if you have a heal - use it. It's easy, autohit, heals yourself. You don't have to be the healzors, but your team will appreciate the steady stream of HP replacement you can give. Check out the Corruptor forums, and look at the guides out there on /rad and enjoy as you BOOMHEADSHOT an weakened AV.


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Posted

Blasters do more damage solo, but corrs cause more damage to be done in groups.


 

Posted

I think the fact that they're both DP is even more reason to pick the Corruptor over the Blaster. Corruptors have better debuff modifiers than Blasters, and thus the secondary effects of all your ammo types (aside from Incendiary) will be stronger with the Corruptor than the Blaster.

In other words, DP is "better" at what really makes it as a powerset with non-Blasters.


 

Posted

Thx for the input guys. Gonna stick with the Corr. I suspected as much that a DP/Rad Corr would turn out to be better solo and grouped than a DP/Nrg Blaster. The Debuffs are pretty handy, quick question though. Will EF's -Res stacked with PS's -Res be enough -Res to make doing lethal damage end game acceptable?


 

Posted

If not, you can put -res in any power with a defense debuff. I have one in the Def/Tohit toggle on my Arch/Rad, and I don't see any issue with lethal at level 40.


 

Posted

Quote:
Originally Posted by XxKrucibleXx View Post
Thx for the input guys. Gonna stick with the Corr. I suspected as much that a DP/Rad Corr would turn out to be better solo and grouped than a DP/Nrg Blaster. The Debuffs are pretty handy, quick question though. Will EF's -Res stacked with PS's -Res be enough -Res to make doing lethal damage end game acceptable?
Depends on your definition of "acceptable". My BS/Regen scrapper has serious issues with some enemies despite having two achilees heel procs available. at two extremes, a +1 Freak Tank boss only takes 130-ish damage from my Headsplitter, and a +0 Carnie Master Illusionist takes 504 exactly. I really don't enjoy the degree to which lethal is resisted.


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Posted

Quote:
Originally Posted by GavinRuneblade View Post
Depends on your definition of "acceptable". My BS/Regen scrapper has serious issues with some enemies despite having two achilees heel procs available. at two extremes, a +1 Freak Tank boss only takes 130-ish damage from my Headsplitter, and a +0 Carnie Master Illusionist takes 504 exactly. I really don't enjoy the degree to which lethal is resisted.
Keep in mind that not only does the Freak resist lethal, but the Carnie is susceptible to lethal. I think it might be as much as -20% lethal resistance on Carnies.


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
Keep in mind that not only does the Freak resist lethal, but the Carnie is susceptible to lethal. I think it might be as much as -20% lethal resistance on Carnies.
Here's the page He uses the same link always, so it's always "up to date" to the latest version.

His sheet goes as a multiplier to damage, so over 1.0 means more, less than 1.0 means less damage taken).

Carnies - All have at least some resistance to Psi (most take .8). Except for Strongmen, all take 1.0 to everything else but lethal, which is 1.2. (Doesn't include strongmen with Temp Invlun up.

Only the Madame of Mystery (.55, her least protected damage type, .15 for Psi, .35 all else) and Vanessa DeVore (1.0 to all but Psi, .75 for psi) take less than 1.2 times lethal damage.

Freaks - Average .95 resistance vs. S/L (Most are 1.0), .8 to cold (most .7/.75), .1.19 to energy - and most of that energy is either 1.0 (Freak Gunner, meat Doctor types) or 1.25/1.3 (pretty much everything else, including AVs).

Tanks have .75 vs. S/L.

All the AVs take 1.0 vs. S/L


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Posted

Mmm...

It all depends on your play stile and preferences.

If you are the soloer type, then a Blaster is more likely to ring your bell.

If you prefer to operate in groups, the a Corruptor would be more satisfying.

If you want to be able to do both, you have to decide what role you want to focus on. The Corruptor is great to debuff enemies and therefore sought by groups, makes it easy to get into a group. But if you want to quickly clear maps, for say TF/SFs, where you use your AOEs to great effect; then you want a Blaster. Do consider in TFs you get a lot of chaff mobs, minions gallore all nicely handing hands with each other as they enjoy their picnic at their secret cavern base; they are all nicely clumped for you to go Ba-Ba-BOOM!

For myself, if I want to do both, I would go Blaster. I can take on and defeat EBs solo much faster than a Corruptor with mediocre damage, and debuffs of questionable stacking effect; I have found with my Corruptors they suffer from Defender syndrome... Long battles, where the enemy finally surrenders out of boredom.

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Posted

My 2 inf is corr. I recently leveled a DP/traps corr to 50. I felt the two sets synergized quite well for both soloing and teams.

I have found my corruptors incredibly powerful where my enemies would rather run than fight.