What goes best with AR?
I would try to take something that won't cause redraw. Cold, Dark, or Storm look good to me.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
Trying to start up a new AR toon and see if I can get it too Full Auto, but am searching for a secondary with some kind of synergy.
I was kind of thinking cold or trick arrow both seem like they might be able to hold a group of mobs in a spot for ignite which could be good synergy, but I am open to anything. |
Your gonna wait 35 levels just to hold mobs in place with Sleet ? I guess snow storm might help out until then.
I would go Traps. You will be Positional Defense Capped. You will have Poison Trap slotted with Lockdown Proc. You will have Trip mine for another AOE bonus.
Open up full auto. Mobs rush in.. Poison Trap takes effect. Ignite followed by caltrops ( they can try to run out of the fire ). More mobs come in. Drop a Trip mine ( though Poison Trap will be recharged for a 2nd placement if you like ). More dead guys from Trip mine. Place yet another Poison Trap followed by Ignite.
Pick up Mu Mastery for Power Sink. 2 mobs and your endurance bar is full again. So you don't even need blues. Well you might need one or two in your tray in case your distracted killing and forget to use power sink.
Unless you already have a bunch of defense cap, power house, 8/4 setting running toons and your just looking for some thematic fun.
When you can at the end you can place a Ragnarok in Full Auto and get it down to a 15 second or 12 second recharge. This is with all the recharge bonus you get from the other sets.
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
Seconding traps, but with a recommendation of /Mace for the AOE immob and scorp shield. The hold has no -kb, but that's not a big deal. What it will do is let you keep ignite down and multiple caltrops under targets to melt them. I started one of these with the idea of melting AVs in the trials with stacked ignites/caltrops and toebomb spam, although it hasn't gotten to that point yet. From what sub-50 AVs I've fought, they don't seem to run from Ignite/caltrops if there is a tank holding them.
I'll add my own personal experience:
AR/Traps is one of the biggest let downs I've ever played. I fizzed out at 46. The two sets just don't play well together. AR in general doesn't play too well with anything that requires you to run in and out of melee.
I'd say stick with something you can use from range. /Dark or /Storm would be good choices.
AR?traps sounds good on paper but traps works best with being in melee and dose not mix well with the cones on AR.
/cold /storm and /dark would work good with AR. I think dark would be a great fit since fearsome stare in dark is a cone it will mix well with AR's 3 cones. You also have tarpatch and fearsome stare to keep them in place for ignite and keep them from running at you.
Freedom Server - Main = Lil Bug & way too many alts to list
I'll add my own personal experience:
AR/Traps is one of the biggest let downs I've ever played. I fizzed out at 46. The two sets just don't play well together. AR in general doesn't play too well with anything that requires you to run in and out of melee. I'd say stick with something you can use from range. /Dark or /Storm would be good choices. |
Wow I have a Traps AR Defender ( I know we are in corruptor forum ), but I also have a Sonic Traps Corruptor and both are doing 4/8 settings solo. With ION slotted to Tier 3 I have to say it really is MASSIVE... I mean what more then 4/8 do you really want ?
I know Corruptor AR is definitely going to do more damage then a Defender. I know solo might be an issue due to Defender solo bonus. But I can say my AR Device is doing about 30 points of damage with Full Auto. My Defender is doing about 15 to 17 points of damage with Full Auto. I would have to imagine Corruptor has to be somewhere in between those 2 numbers.
Storm has some cool effects, but I have to say that Hurricane only works if it taps a mobs. So the hit debuff it offers is not going to benefit you for ranged mobs.
Dark I guess, but again I'm not a fan of trying to get defenses via a debuff that can be resisted or drop if your stunned or held. Though it is a cool concept and it does have some better powers then Storm.
But hey its all up to what the OP is looking for. But I wouldn't count Traps out. Traps has enough powers to keep mobs at bay and these same powers can push mobs back from you when you need some breathing room as well.
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
So a little more back story are in order, I just finished a dark/trap corruptor which I really enjoyed. I love what traps brings to the table but I need a break from that secondary.
I think I will tough out my original plan of AR/Cold. The AR/Trick Arrow looks cool as heck but I think the switching between weapons could get old real quick. Not sure about dark, I will take another look at that secondary before I get too far in with my AR/Cold.
Thanks for the advice all much appreciated.
Trying to start up a new AR toon and see if I can get it too Full Auto, but am searching for a secondary with some kind of synergy.
I was kind of thinking cold or trick arrow both seem like they might be able to hold a group of mobs in a spot for ignite which could be good synergy, but I am open to anything.