Help me choose how to debuff the hell out of someone!
Debuffing with no buffing? I have no suggestions.
Debuffing with Buffing: Fire/(Thermal || Cold)
Edit again: Ok Maybe Fire/Dark.
Traps has everything you want!
No buffing! Traps' one major buff is something you fire once every 4 minutes and otherwise forget about. Its other buff is something you fire when you feel like it, no one cares.
Soloing! You can softcap fairly easily and you have mez protection so soloing is a breeze.
Debuffing! You cover all of the really important debuffs. Smart teams love you for the -res, -regen, and -dmg.
Damage! Your damage is... well, you're still a corruptor. But your secondary is active and fun and quite literally makes things explode.
Big game hunting! You can solo AVs and GMs when you're bored.
Traps! What Celestyna said. And Trip Mine for "debuffing-but-still-nice-and-explodey combo".
Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.
Traps. Or if you want something that's "almost" as good but faster moving, Trick Arrow. Rad secondary is also excellent.
Thanks a lot folks, Traps sounds like my cup of tea. Any suggestions on a primary to go with it before I pick one out of concept tonight?
So, what's the word? What's your favorite debuffing-but-still-nice-and-explodey combo?
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For secondary ... a few options:
- /Dark: RoF + Tar Patch is awesome. Lots of debuffage in Darkest Night as well. Its not my personal cup of tea, but it may be what you want.
- /Traps: Pretty damned good for the reasons cited by other smart posters, but wasn't my cup of tea.
- /Cold: RoF + Sleet is a nuke on a shorter timer. Drawbacks: It comes with Ice Shields. On the other hand, you don't have to use them. Also doesn't mature until 35 when you get Sleet. Fire/Cold is my favorite toon in the game, but I freely acknowledge it takes a while to get to the goodness.
I'll second Fire/cold's awesomeness, but if your worried about the cold blooming late I'd go Fire/rad.
It is nearly as good late game, but you get your big debuffs way earlier. Your only buff is AM and its an AOE team buff with a large radius that is pretty easy to get perma.
I would have to go with Fire/Therm or Fire/Kin or Ice/Kin depends what you like. I like to debuff and deal damage so i went Fire/Thermal. If your forte is buffing people and doing insane amounts of damage then go */kin. Ice has more "rain" type damage which is nice for AV fights especially if you use them when they are < 50. Some people like Fire cause it does do more damage with all its ST attacks, good AoE, and DOT's.
Oh and Chaos Creator is right Debuffing without buffing would be Fire/Dark..
No love for /storm ? :P
"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)
I'd have to suggest a fire/dark. They don't die. Ever. Toss in rain of fire and tar patch? It's just silly.
Ice/dark would probably have similar results. Tar patch followed by ice storm and Blizzard on the roofs in an ITF would be hilarious.
fire / rad
fire / dark
ice / Dark
fire / traps
enjoy and welcome to corruption at its finest.
Talos Maltalomar lvl 50 Rad/Rad Corrupter - Triumph Server
Arack BloodThrall lvl 50 BS/SR Scrapper - Triumph Server
Rose's Kiss Lvl 50 Mind/Nrg/Ice PermaDom - Triumph Server
I am running a Sonic/Rad and it just melts bosses. Still a little buff with AM and a Heal, but Debuff is the main idea. 15% -Res per hit on my attacks is nice and you put it with Rad debuffs. . . It has worked very nice for me.
TJ
Fire/Dark, Fire/Rad or Fire/Traps. Not a coincidence they're all Fire Blast. Great ST, great AoE, double Scourge damage with RoF and all of those secondaries provide more than enough survivability/utility.
Got guides for all three secondaries in my sig if you're interested
The Melee Teaming Guide for Melee Mans
Now if only I could decide which of those three sounds most appealing... your guides make all three sound excellent.
Admittedly your guides were all written (I assume) with mostly 50s in mind... which of those is probably going to have the easiest/fastest time at it going forth and leveling if I get stuck solo?
(For what it's worth, right now I'm leaning towards Traps, mainly because being squishy is the thing that drives me away from a character faster than anything else, and it seems from reading that Traps has the most mitigative ability.)
Then let me nudge toward Radiation. Traps and Dark are both effective and powerful builds, but IMO, radiation is the most fun. Traps/Dark are both arguably safer: Traps is easier to soft-cap defenses, and Dark has a much stronger heal, and the fear cone is amazing. But Radiation really brings more raw offense potential. You've got a damage debuff and resist debuff in the same powerset, which really leverages your team's damage. Stack enough global recharge and you can get perma-hasten/am, and let me tell you, it's awesome. Pick up an immobilize from your patron, I recommend Black Scorpion, and you can root, toggle up and melt huge groups of enemies, and there's very little they can do to stop you.
Well, they are written from an endgame perspective. That said, the DM and Rad will be monsters earliest. Both combos will have their core debuffs and buffs by the teens.
Traps is no slouch in that regard though, since while the really good Traps toys come later, Fire Blast is enough to carry you through the low levels and you get your main def/res debuff power at 10. Caltrops isn't really worth taking for an endgame build, but it's great for lower levels.
If not being squishy is a big factor for you, I'd definitely go Traps. The FFG provides a boatload of defense as well as giving you mez protection.
Edit: actually I'd argue that Traps provides more for your offense than Rad does. While AM has a damage buff and EF provides a slightly stronger res debuff (2.5%) than Acid Mortar, you can have multiple Mortars out. That, in combination with the fact that getting mezzed doesn't shut down your debuffs and how proc-friendly Traps is gives it the nod for me.
The Melee Teaming Guide for Melee Mans
Corruptors, I come to you with a question.
I love Blasters, and murdering the hell out of many mans. But what I don't love is getting clobbered because I'm on a team with 4 blasters and a Warshade who didn't even pick up dwarf. Then rides in the Corruptor and saves the ******* day, every time, and I'm like yaaayyyyy
I want to be the one riding in, but I don't know how I'd like to go about it, except for one thing: I don't want to buff. I STILL haven't gotten over the extreme burnout on my old Empathy defender. So, none of those; I want to debuff the hell out of a group or AV and just completely ruin their f***ing day.
At the same time, I'd still like my damage to account for more than a wet fart in a thunderstorm if possible, and for soloing to not be an impossible nightmare--I still have a Rad/Kin stuck at 40 because he's on a dead server and soloing is utter balls. Preferably single target AND AoE where possible (so basically I want to have my cake and eat it too), though I realize that's tough (my 50 crab attests to that nicely...).
So, what's the word? What's your favorite debuffing-but-still-nice-and-explodey combo?