Best solo Play Corruptor


Asha'man

 

Posted

So i plan to make a corruptor and i wanna know which would be best for solo play? i don't mean at 50, i mean soloing stuff from 1-50 which build would be the most useful? also is corruptor a tricky AT to play? if so plz post some tricks i can use below. thanks in advance


 

Posted

Fire/Dark and Fire/Rad. You get most of your good powers relatively early in both of those sets.


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Posted

corruptors are pretty straight-forward for their overall playstyle.

here's some options for soloing 1-50..
-fire: probably the best overall pick..not much in the way of mitigation but ots ST and aoe dmg are hard to beat

-ice:very good ST dmg, alright aoe, 2 holds for troublesome enemes(such bosses, sappers, etc)

-sonic:nice ST dmg, the cone sleep as amazing for mitigation, plus the -res aspect lets you rip thru targets

other set worth a nod is dark for its -tohit, a self heal, its not often resisted even higher lvls, and tentacles is a great cone attack that can keep mobs in place for whatever debuffs you may have

good secondaries would be..
dark:again my overall top pick. you can heal yourself, monster debuffs, massive stun via the res power, and Fluffy..one of my favorite pets in the game, great crowd control, plus built-in stealth

-traps: arguably the best soloing secondary out there. its defbuffs mobs, the ff generator gives you lots of defense and a lovely layer of mez protection

-rad:not as friendly on your blue bar early in your career but you do get AM to help with that to an extent, while offering some degree of mez protection

-storm:lots of debuffs with freezing rain, hurricane, snowstorm; at higher lvls the extra dmg fro tornado and lightning storm is quite nice..this set has a slightly higher learning curve compared the previous sets tho

thats the better options that ive seen on forums and from personal experience


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

If you plan on soloing the entire way through, I would say it depends on what difficulty setting you want to play on. Set to +?x1-3, I would say sonic/rad so you can sleep enemies and take them out one by one. Any more than x3, and I would say go with fire/rad. I would say fire/rad is one of the bast PvE toons out there, but if you are strictly soloing, then the sonic would be safer for you.


 

Posted

Serious question, not promotion of sets, but why has rad/dark been over looked? I solo on mine quite easily. Probably any /dark can be easily soloed for that matter. It does seem that the debuffing factor of the rad/ gives good survivability. Is it the damage output that has put it off the radar?

I do have to agree, fire/dark.....grief, I feel like I am cheating when I play my fire/dark! Once he got fireball, rain of fire, tar patch, and darkest night...it was all over but the collecting of xp and goodies.


 

Posted

Quote:
Originally Posted by LukeMinhere View Post
Serious question, not promotion of sets, but why has rad/dark been over looked? I solo on mine quite easily. Probably any /dark can be easily soloed for that matter. It does seem that the debuffing factor of the rad/ gives good survivability. Is it the damage output that has put it off the radar?

I do have to agree, fire/dark.....grief, I feel like I am cheating when I play my fire/dark! Once he got fireball, rain of fire, tar patch, and darkest night...it was all over but the collecting of xp and goodies.
Rad/Dark is a good combo, as just about anything /Dark is. Rad does bring -def to the table, which /Dark is lacking and has pretty good damage. As you say, its mostly overlooked because Fire does so much more damage.

I'm not sure what you mean by the debuffing factor of Rad helping your survivability though. Rad debuffs defense, which makes it easier to hit the enemies. That doesn't really factor into your survivability, except for making it easier for your /Dark debuffs to land I guess.


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Posted

Quote:
Originally Posted by Silas View Post
Rad/Dark is a good combo, as just about anything /Dark is. Rad does bring -def to the table, which /Dark is lacking and has pretty good damage. As you say, its mostly overlooked because Fire does so much more damage.

I'm not sure what you mean by the debuffing factor of Rad helping your survivability though. Rad debuffs defense, which makes it easier to hit the enemies. That doesn't really factor into your survivability, except for making it easier for your /Dark debuffs to land I guess.
Rad/ is very good for soloing, due to the stun component in Cosmic Burst. Only other primary containing a mez in a high damage attack is Ice/, and Bitter Freeze Ray doesn't have nearly as much DPA as Cosmic Burst does.

Stack Cosmic Burst's stun with Oppressive Gloom's stun from Dark Mastery(which rocks on corrs due to Soul Drain), and you'll have an awesome Corruptor for soloing.


Mains (Freedom) @Auroxis
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Posted

sorry, what is ST and mitigation? never really played a corruptor


 

Posted

Quote:
Originally Posted by Nighthawx View Post
sorry, what is ST and mitigation? never really played a corruptor
ST = single target attack (as opposed to multi-target (area of effect or cones)
Mitigation = A way of preventing incoming damage.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

Quote:
Originally Posted by Silas View Post
I'm not sure what you mean by the debuffing factor of Rad helping your survivability though. Rad debuffs defense, which makes it easier to hit the enemies. That doesn't really factor into your survivability, except for making it easier for your /Dark debuffs to land I guess.
Probably said it wrong is all. Meant easier to hit due to defense lowered, you nailed what I meant actually, and said it much better.


 

Posted

my 5 cents:

corruptor isn't a blaster, its not about pure damage, its about to survive.
seriously, you are a squishy and never will be neither tank nor controller.
you help to survive yourself at first, and your team at second as the team profit from your abilities more then you do. so secondary skillsets are the cornerstones, not the primaries.

the best surviving set is and probably will be forever - "traps". there is nothing comparable in the game like force field generator. also the best melee damage mitigation are caltrops. and also all of the traps skills are reliable "fire and forget" abilities.

dark is also my favorite, it is very very nice. no mezzing protection though.

a rad/rad corruptor i have myself, play it very very rarely and i am not too fond of both radiations. -def isn't that good, either the mob has defense level that can be penetrated by every debuffing secondary or its a so hard to hit elite mob that you never be able to him properly anyway. like some super reflexes elite bosses. both radiation are very endurance heavy, expect to eat dozens of "blues" every fight until u have heavy slotted yourself. and the chocking cloud isn't that good.

kinetics is.... uhm... kinetics. probably the best team buffs, but no protection means whatever. you will be very welcome to team, not realy a solo specialist.

storm is very very funny. huge chunk of damage, very good debuffs. but no selfheals, no mezz protection and very endurance heavy. still very funny, since if you know how to use them properly most likely you will not need neither healing no mezz protections, but its a life on the edge, you still can loose. keep in mind your team will hate you if you deliver too much unneeded knockbacks, what most likely will force you to not use some of the skills, especially the tornado.

all other secondaries are mostly team oriented. ether pure buffer or healer or debuffer with severe holes in solo play.

primary skillsets is mostly a personal taste of animations or play styles.
however here some noticeable exceptions,

sonic is the most valuable as you reach lvl 50 since the resistance debuff is more important on AV fights. you and your team will be doing much more damage the less the AV has resistance.

crashless nukes. weapon based skillsets offer the greatest advantage to use your nuke, your strongest attack, free at will. this means you will be shredding the masses of minions nearly every fight or delivering big chunks of damage during AV fights.
seriously, a rad/rad just can't allow himself to fire up the nuke and be forced to drop off all of the toggles for protection and debuffing. you fight statesman and loose anything, next what you will see is the nice floor texture.

so my opinion best solo survivers are assault rifle/traps, archery/traps or dual pistols/traps.
sonic/dark is also probably the best overall combination for later game, especially AV fights with controller like crowd control.


 

Posted

Quote:
Originally Posted by kalashnikow View Post
so my opinion best solo survivers are assault rifle/traps, archery/traps or dual pistols/traps.
sonic/dark is also probably the best overall combination for later game, especially AV fights with controller like crowd control.
I'd add to this that pretty much ANYTHING combined with traps will solo well. I took an electric blast corruptor, solo, into the low 40's with traps and if I can do that with electric, it'll work with any set. Traps is just THAT good.


The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?

 

Posted

I'm currently running both an Archery/Kin Corrupter and a Sonic/Traps Corrupter.

The Archery/Kin is great on teams, but it lacks the insane damage that allowed my Fire/Kin corr to do a lot of its solo stuff. At 25, I'm mostly using the /Kin part of the character for healing and buffs while firing the occasional shot at enemies who are close enough to being killed that Scourge can take effect. He lacks any sort of mitigation, so he gets knocked around pretty easily if anything takes notice of him, especially high-damage enemies like Arachnos. Things will be a whole lot easier for him once he's in his 40s, but I'm not going to TRY to solo him there.

The Sonic/Traps feels like a completely different AT. Even at level 13, it can solo fairly easily if I take it slow and make use of doorways and corners as death traps. It's amazing what you can do to a group of enemies with just Web Grenade, Caltrops, and Acid Mortar. Team-wise, I can't find a group that will LET me set down a trap before they charge into the fray and get themselves murdered.

Fire/Radiation looks neat, but I bet that Fire/Dark would be more fun to play solo. /Dark has less setup time than /Rad, and Tar Patch gets props in my book for not requiring an anchor or a target. Hit 'em low with debuffs, then hit 'em high with Rain of Fire and Fireball. Throw in Blaze or Fire Blast for good measure, and maybe use Howling Twilight as an AoE Stun. Good times.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post

Team-wise, I can't find a group that will LET me set down a trap before they charge into the fray and get themselves murdered.
Traps can be, and in my opinion, should be, played much more aggresively. I am literally the 2nd person to jump into a spawn, right behind the tank. And I mean RIGHT behind him. As he rushes in and takes the alpha I'm under his armpit laying down a PGT/Acid Mortar. Some tanks need a good deodorant...ugh.

Once I pick up Seeker Drones, the tank is optional in my book. I can easily take on the role of tank on most teams.

And to the OP, I would recommend a trapper. I have 2 defenders, traps/dark, traps/ice and 1 corruptor fire/traps in the mid levels. They all solo well. As of today I'm partial to the fire/traps because of the higher dmg, but traps/dark is an incredible defender because of the -to hit and TT's immob. The traps/Ice brings slows galore to the table as well as good ST and AoE (Ice Storm/Blizzard) dmg. The Fire/Traps brings it all in spades.


Too many alts to list.

 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post
Fire/Radiation looks neat, but I bet that Fire/Dark would be more fun to play solo. /Dark has less setup time than /Rad, and Tar Patch gets props in my book for not requiring an anchor or a target. Hit 'em low with debuffs, then hit 'em high with Rain of Fire and Fireball. Throw in Blaze or Fire Blast for good measure, and maybe use Howling Twilight as an AoE Stun. Good times.
You can have two tar patches up at once if slotted right, and no need not to. Howling Twilight is a must ... well ... maybe not a must ... but sure is sweet to use when you just want to see the mobs "dumbfounded" at your damage output.


 

Posted

Quote:
Originally Posted by _Krom_ View Post
I'd add to this that pretty much ANYTHING combined with traps will solo well. I took an electric blast corruptor, solo, into the low 40's with traps and if I can do that with electric, it'll work with any set. Traps is just THAT good.
i agree with it fully, traps is by far my favorite for corruptors and masterminds.
the main idea was - as a trapper you are a base builder, you need that most of your attacks are ranged/cones. but short circuit is a pbaoe... not the best combination regarding min/maxing of the playstyle.
still voltaic sentinel is something valuable, good damage for no endurance and overall less resisted damage type + endurance drain are something that let it shine in total.
however i think that ignite+flamethrower will do far more damage then some other skills. but its rather a feeling.
Quote:
Originally Posted by Asha'man View Post
Traps can be, and in my opinion, should be, played much more aggresively. I am literally the 2nd person to jump into a spawn, right behind the tank. And I mean RIGHT behind him. As he rushes in and takes the alpha I'm under his armpit laying down a PGT/Acid Mortar. Some tanks need a good deodorant...ugh.
Once I pick up Seeker Drones, the tank is optional in my book. I can easily take on the role of tank on most teams.
absolutely. traps shines both offense and defense.
apex tf, both tanks dead, my bot/traps mm holding agro of 3 super bots. riiiight...... 50% of defense... squishy mm... riiiiight.....
tanks are overrated anyway. mwahahaha.