Good options for a solo corrupter?


BeornAgain

 

Posted

I am interested in trying out a Corrupter. I have Fire/Kin and Ill/Rad controllers, but I’ve gotten tired of hiding behind pets and confusing my enemies. I’d like to get into battle and do some direct damage myself for a change.

In descending importance, I would like to be able to:

1) Do good to excellent AoE damage and decent ST damage. I tend to play at -1/ X 2 or higher even at low levels.
2) Eventually be able to take on X8 maps.
3) Not die much, either by buffing myself or debuffing my foes
4) Solo AVs

I know that emphasizing AoE over ST damage goes against the goal of soloing AVs.

I have around 500 million in the bank and plan on getting lots of hero merits, so I can get LotG recharge and other “middle-class” enhancements. I might be able to afford purples someday.

After reading a number of posts I decided to go with fire/rad. I considered running a defender since they now get a 30% damage buff when solo, but since they don’t have fire a corrupter seemed to be the better choice. I started this fire/rad last week and so far I have enjoyed him A LOT. Fireball and RoF for the good times! The –to hit from radiation is effectively doing the same things as giving me +30 defense, so with just two purples I can nearly soft cap myself as long as I am careful with how I manage my anchors.

I was hoping this character might be my AV soloer, but I checked the math and learned that AVs have strong resistance to debuffs. As in, a level 50 AV will ignore 85% of the -to hit debuff, so that 30% debuff gets reduced to 4.5%. That suggests to me that staying alive while taking down an AV might be a real challenge.

I am considering rerolling him as fire/traps since traps has good –regen, +def that can be soft-capped, and mez protection. Would a fire/traps fit my goals? Are there other builds that would do better?

I should mention that for some reason fire/dark is not very appealing to me. Maybe it’s the flavor-of-the-month aspect. If it really stands above other builds I would consider it.

I wish that dual pistols had more damage oomph and AoE effects at earlier levels because I like the way it looks and it fits with traps, but oh well.

What do people think? If fire/rad is an otherwise strong build I might get over my desire to solo AV and GMs, but there’s something appealing about taking on the biggest challenges in the game single-handed.


 

Posted

Can't comment too much since I don't have a Fire/Rad, but you can softcap using IO's to Ranged and probably do just fine with some good tactics. Holding the AV in place using an epic power choice will be key.

Rad has all the tools you need to make this work.


 

Posted

Traps will effectively neuter anything you're going up against, you just have to make sure that you're not leaving your traps vulnerable to what you're fighting. This isn't a problem with traps like tripmine and poison gas trap because you want your enemies to impale their health and end bars on those two trapsy delicacies, but your acid mortar should be out for as long as possible. If it's mangled after two hits, you're not getting the most out of it. With a fire/traps character, you shouldn't have problems with either AVs or larger spawns because you've got a good combination of single target and AoE powers. Taking the presence pool for AV shenanigans would probably be a good idea, though, as you'll be able to effectively keep 'em away from the traps that you need to have out.


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

 

Posted

Fire/Traps, DP/Traps, Ice/Cold, Fire/Cold, Archery/Traps, Archery/Dark. You can Solo with /Rad as well but I would get a bud to PL you to 32 to be honest. Out my list the one that can put the hurt on mobs AND AV's the most is Dp/Traps and Ice/Cold...but I haven't seen much of what Ice/Cold can't do.



 

Posted

Thanks for the comments. The fire/traps is going very well and looks like what I want right now. Unfortunately since I play almost exclusively solo I don't have anyone to pl me to 32. However, I am finding that a fire/anything corrupter is able to use the methods from MA farming even at a low level in Praetoria. You can buy medium purples, and with two of those you are at the def cap. If the mish is set to -1 / X8 you can farm the first few rooms and then reset. It’s a little tedious, but more reliable than the PUGs I’ve been in recently.

Well, anything at X8 is not really “tedious” but it does get repetitive.

I find it interesting that there are very few guides to traps corrupters or defenders. The MM guides are written from a very different perspective than we have.


 

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There were quite a few guides out there...for everything...but a lot was lost when the forums switch to new setups...which has happened several time since I started playing COH. So some guides get lost in the fold .



 

Posted

Quote:
Originally Posted by Jim_G View Post
I was hoping this character might be my AV soloer, but I checked the math and learned that AVs have strong resistance to debuffs. As in, a level 50 AV will ignore 85% of the -to hit debuff, so that 30% debuff gets reduced to 4.5%. That suggests to me that staying alive while taking down an AV might be a real challenge.
Soloing an AV is a lonely and tedious task. You can do it, but it can take 30-60 minutes, so the XP/minute is ridiculously low. The only reason for doing it, therefore, is to have done it. I started outfitting a character once for AV soloing, but when I looked more closely I realized that it would take an hour to take down the easiest one. I've got better things to do with an hour, including taking down several AVs with friends.
Quote:
I am considering rerolling him as fire/traps since traps has good –regen, +def that can be soft-capped, and mez protection. Would a fire/traps fit my goals? Are there other builds that would do better?
The toggles for /Rad are its good and bad side. In some ways it's easier to keep the debuffs on the AV with toggles because they can't run away from them and you don't have to worry about them getting out of the pet range or the pet getting destroyed. But if you get mezzed you lose the debuff.

Upshot: if you hate toggles Traps might be for you.
Quote:
I should mention that for some reason fire/dark is not very appealing to me. Maybe it’s the flavor-of-the-month aspect. If it really stands above other builds I would consider it.
I've got a Fire/Dark slotted for ranged defense, and it's extremely robust. It solos and teams very well. Tar Patch is very useful for keeping most melee attackers off you, and having only one toggle (Darkest Night) is nice. The only thing missing from /Dark compared to /Rad is the lack of a Defense debuff. This isn't critical if you've got high accuracy (which most characters with IO set bonuses do).

But you gotta go with what seems fun to you: in the end the numbers don't matter as much as having a good time.


 

Posted

I don't know if you plan to use Envenomed Daggers to help reduce AV regeneration, but I find that they help a great deal in soloing AVs with any archetype.

I had to solo two EBs in a row today on my lv 26 Ill/Rad troller at the end of a particular arc, so I know where you're going with the desire to take out big enemies without having to beg for teams. I'd suggest a Sonic/Traps Corr.

A Sonic/Traps is a safe leveling and soloing toon capable of taking out AVs (Someone here in the forums has some lovely photos of their Sonic/Traps corr taking out numerous different AVs, actually). It isn't the FASTEST wide area mob killer, but Siren's Song makes killing groups much easier (Sleep a group and kill them one at a time), and Force Field Generator is an incredibly good buff. Add in /Traps' excellent debuffs to regeneration, resistance, defense, and ToHit, plus the stacking Resistance debuffs for every single Sonic Blast power you use. It's MADE for wearing out big targets, and can handle large groups of weaker enemies quite well.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Rodion View Post
Soloing an AV is a lonely and tedious task. You can do it, but it can take 30-60 minutes...
Typical AV soloing time is usually 5-10 minutes. If it's taking you 30-60, then you are just barely overcoming its regen, and that is not reccamended. And I find that hard to believe on anything /rad, since it has lingering radiation. Not using that one is really the only reason I can think of that it would take someone with /rad that long, and even then, I think it would go faster, since I can take down Jurassik and a handful of other GMs in 10 minutes or so.


 

Posted

Hmm, I will take a look at sonic/rad. I suspect that it would be better for the AV soloing and more safe than fire overall.

So far I am enjoying fire because of its high AoE damage. In large groups the xp gain rate of fire is so high that even though I die more occasionally the debt is not a problem.

This shows me that my goal of “not dying much” is not as high a priority as I thought. “Mowing through foes like death incarnate” is more like it.


 

Posted

Quote:
Originally Posted by Jim_G View Post
Hmm, I will take a look at sonic/rad. I suspect that it would be better for the AV soloing and more safe than fire overall.

So far I am enjoying fire because of its high AoE damage. In large groups the xp gain rate of fire is so high that even though I die more occasionally the debt is not a problem.

This shows me that my goal of “not dying much” is not as high a priority as I thought. “Mowing through foes like death incarnate” is more like it.
Stick with the fire/rad if you are staying corruptor. If you decide to try a son/rad, make it a rad/son defender instead, much better imo. More debuffs, and solo, that means more damage with the 30% buff. Scourge adds some in after the 50% mark, but I'm pretty sure the defender's larger debuff numbers make up for it.


 

Posted

Fire/Dark and you can run at 0 x 8 at level 10-12.

Yes, they ARE that good.

Powers you need first:

Fireblast
Fireball
Rain of Fire
Tarpit - so they are slow and your powers do 30% MORE damage
Darkest Night - so they don't hit you and they will follow you around corners onto the Tarpit. Slot with at least one range.
Howling Twilight - because it is a clever power it is an amzing stun + a powerful debuff/slow that can even rez people! Slot it with RECHARGE!

Those 6 powers alone will do wonders.

Now later you add the Fear, single target damage and healing and that heal is also a debuff!

There are many builds for fire/dark out there and some are even strange (like mine I have taunt - because I tank and the taunt helps me pull them off my squishies). Most of them are VERY affective and a fire/dark is a game changer on every team you join.


 

Posted

Quote:
Originally Posted by Infernus_Hades View Post
Fire/Dark and you can run at 0 x 8 at level 10-12.

Yes, they ARE that good.

Powers you need first:

Fireblast
Fireball
Rain of Fire
Tarpit - so they are slow and your powers do 30% MORE damage
Darkest Night - so they don't hit you and they will follow you around corners onto the Tarpit. Slot with at least one range.
Howling Twilight - because it is a clever power it is an amzing stun + a powerful debuff/slow that can even rez people! Slot it with RECHARGE!

Those 6 powers alone will do wonders.

Now later you add the Fear, single target damage and healing and that heal is also a debuff!

There are many builds for fire/dark out there and some are even strange (like mine I have taunt - because I tank and the taunt helps me pull them off my squishies). Most of them are VERY affective and a fire/dark is a game changer on every team you join.
Don't slot Darkest Night with Range. It has a base range of 70, only 10 less than most blasts. Priorities are -tohit and end rdx.


Support Guides for all Corruptor secondaries and Fortunatas
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Posted

Quote:
Originally Posted by Silas View Post
Don't slot Darkest Night with Range. It has a base range of 70, only 10 less than most blasts. Priorities are -tohit and end rdx.
That's what stuck out to me as well. Range on that power is pretty much a wasted slot.


 

Posted

It's Tarpatch not Tarpit


Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.

 

Posted

Yeah, a fire/dark corr is awesome! I went from 1 to 50 (with altitis and one double exp weekend) in 29 days.


 

Posted

Quote:
Originally Posted by Negate View Post
Fire/Traps, DP/Traps, Ice/Cold, Fire/Cold, Archery/Traps, Archery/Dark. You can Solo with /Rad as well but I would get a bud to PL you to 32 to be honest. Out my list the one that can put the hurt on mobs AND AV's the most is Dp/Traps and Ice/Cold...but I haven't seen much of what Ice/Cold can't do.

Slightly off topic, but, as you brought the combo up.... Is Ice/Cold that good? I know it's strong, but... Does that hold true for the defender Cold/Ice? Do you know? Feel free to PM me as opposed to threadjacking all the way to Acheron and back.


 

Posted

Quote:
Originally Posted by Rodion View Post
Soloing an AV is a lonely and tedious task. .

Not to pile onto what others have pointed out, but I also find this time frame.... weird. I have a rad/rad def build for team support. She's great at team support, but not what you'd expect from a GM/AV soloer.. With a few inspires she can solo a lot of avs in 20 or less,and that's not her focus.. Not the scary tough ones, mind, but still.

All that said, I totally salute your dedication to GM destruction if you stick with it for over 30 minutes or more than once and come out with a win!! Not only can you kill GMs but you are tougher than I am.


 

Posted

Anything TRAPS.

Cost around 200 million

You can obtain defense cap

Assuming endurance is good you can slot for damage incarnate for extra dps.

Either way before incarnate you can solo 0/8 or 1/8 with no issues. You could run 2/8 but you would have to be very careful and not get sloppy or fall asleep. Once your incarnate slotted you can run 4/8 with no issues, that is pretty much the highest setting in the game and your solo. It's like having speakers on 11 ( Spinal Tap reference )


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