Looking for a new DP corruptor..help
I really don't think pain is what you're after. Yes it has some buffing/debuffing, but at it's core it is a "healing" set.
I cannot really comment on traps, I've never gotten any AT with it past 10, just not my bag.
Have you considered /dark? I have one, and while I haven't put much time into it yet, I think it is a solid combo. /dark is one of the best secondaries (or primary for defender) in the game. You're a debuff monster with a solid heal. The debuffing means you don't need to lean on that heal so much, but it is there if you do need it.
Trick arrow, trick arrow, TRICK ARROW!! Very active combination that actually synergizes very well. Incendiary ammo makes every single attack you have capable of igniting your oil slick, and the combination of OSA, hail of bullets, and rain of bullets just eats through groups of enemies. Try it; love it.
In response to your question about traps, no, you don't need stealth to effectively make use of your traps with enemies. You need to make good use of the layout of the maps or make sneaky sneaky with a team, though. Placing and then pulling enemies into them is something that all traps users should be familiar with. Not only should they become familiar with it, it shouldn't be something that they're incapable of doing -- you've got lots of tools to help you out with it.
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
Traps isn't a bad choice. It's a bit slow on your own... but no worse than other Debuff sets. You'll need to learn to gauge yourself to how fast your team is moving, when you are playing with others. Putting out an Acid Mortar and having it only shoot once or twice before the enemies are all dead is a waste of a power. Still, the Force Field Generator alone can be enough for teams to bring you along, and it is a thematic match with DP. I'd say go for it...
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I was amazed how good synergy there is at DP/Dark
DP/kin is the most used and obvious combo for DP corruptors
i personally love /traps, my lvl 50 AR/Traps corr is great fun to play... with ffg, hover, scorpion shield and some proper slotting you can softcap S/L defence easily, without gimping damage or debuffs
i recently rolled a DP/TA, and yeah, i love her a lot
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With Traps my question is how hard is the placement of the traps and do the animations take a long time. Do I need to build in some stealth to make sure I can set things without being interrupted.
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The only one that requires any skill in placement is trip mine, but people call them toe bombs for a reason: you place them directly at the enemy's feet while melee is going on.
With DP there is actually nice synergy. I unload with my mini nuke that deals knockdown, then toe bomb while they are getting up. Between my high defenses and them getting up, I don't get interrupted often even when solo. On teams, it is a non-issue.
That said, the animations of DP feels slow but are actually middle of the road. The animations of traps ARE VERY SLOW. In a team, it is not at all uncommon that I drop acid mortar, gas trap and fire off one single-target attack and the whole spawn is gone thanks to my teammates.
Still, I like the playstyle of DP/traps. The hold in DP stacks against bosses with poison gas trap (and I am an addict for the chance to hold proc hehe), the -res from achilees heel added to acid mortar is very nice to mitigate the fact that DP does below average damage even when you're using fire ammo (and if you haven't been to the blaster forums, please go and see the math and learn why you should be in fire ammo 100% of the time if you care about dealing damage and only look at the other ammo types if you need to and can stack the debuffs).
In general I summon my seekers in the group, move in drop acid mortar, gas trap and nuke then toe bomb pull back and use my AoEs on anything that's alive. runners get held then gunned down. If I am overwhelmed, I drop caltrops and sit inside them.
I use hover rather than combat jumping, so I do need to stay close to the ground to place most of my traps (all except caltrops, seekers and forcefield) or at least drop back down. But redraw is a non-issue since you're setting several traps at once, then blasting for a bit, then setting several more traps. So you have a natural cycle back and forth that keeps you from being bothered about redraw.
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DP/traps, /dark, and /kinetic are all winning combos. Give those a try. Dark starts out much more 'safe' than /traps, but traps grows quickly.
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I really want to try DP. Didnt like any of the blaster builds and I think I'd like to try something I have never done before.
I am looking at DP/Traps or DP/Pain...
I really know very little about Traps or Pain... I really dont want to play " Healer " I was wondering if Pain had enough self buffs that it makes a difference TO ME, not so much everyone else.
With Traps my question is how hard is the placement of the traps and do the animations take a long time. Do I need to build in some stealth to make sure I can set things without being interrupted...
Thanks in advance.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-