Which secondary for Fire primary?


danomal

 

Posted

Hello fellow Corrupters!

I have recently returned to the game and seek you advice. I want to make a Fire/xxx Corr, but am having a difficult time deciding on a secondary. I lean toward Dark or Rad, since I'm moderately familiar with them from before I left, but I'm open to just about anythingb(not a fan of bubblers. too much work keeping everyone bubbled)

I'd like it to be both team and solo friendly, and would prefer not to be a heal bot ( I know it's a playstyle, not an AT, but if I can take 3 heals, I generally do, and fall into that trap.)

Anyway, please share your experiences with Fire/xxx characters and offer up some advice to a new member!

Thanks!


 

Posted

Dark! The debuffs are awesome and it gives you a very good self heal. Fearsome Stare/Tar Patch/Fire Ball/Fire Breath is your friend.


 

Posted

Quote:
Originally Posted by filcher View Post
Dark! The debuffs are awesome and it gives you a very good self heal. Fearsome Stare/Tar Patch/Fire Ball/Fire Breath is your friend.
Seconded. And don't forget Fluffy. Most times I just let him do all the healing and focus on melting everything in sight.


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Posted

Sinister, why do you say traps? What combo's well, or nifty tricks can it do?


 

Posted

Quote:
Originally Posted by Woldsman View Post
Sinister, why do you say traps? What combo's well, or nifty tricks can it do?
It does everything.

Mayhaps I should share my experience with the pairing.

It is hands down the most versitile combination I have played. Coming from a mostly melee perspective, the idea of mez protection appealed to me greatly.

If played from a set traps, pull mob, watch it go boom perspective, it is slow, tedious, and not very valuble to teams. If you play it proactively, and set your traps up at the feet of the mobs, then unleash hell while cackling, it is very satisfying. The thing I like best is all the techniques that allow me to solo effectively, also help the team. Besides dropping a triage beacon in a safe spot for the squishies, there really is no different approach needed.

The combination is excellent if hunting av's and gm's solo interests you.
The combination allows for both a very strong aoe and single target attack chain
Ambushes frustrate you? Not anymore! Lay down a kill zone while they are aproaching and watch the spawn melt.

It is extremely easy to softcap, has mez protection, and with a couple triage beacons out, has ridiculous amounts of regen for layered mitigation.

It is the most fun I have had on a toon in about 3 years.


 

Posted

I'm gonna go with Rad or Dark, in that order. But then, I think those are the best secondaries for everything.


@Quasadu

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Posted

You might want to consider fire/cold.

Some pro's of this combo:

1. Kick's *** for aoe. Sleet+fireball+rain of fire is winning. Sleet being superior in terms of mitigation vs tar patch thanks to the knockdown.(tar patch is winning to, have necro/dark mm)

2. It's super team friendly. Defense buffs, a hefty +hp buff and some resistance and defense from your aura.

3. Huge endurance refill and recovery for you and anyone standing next to the enemy you cast heatloss on.

4. Basically all your debuffs are clicks. They don't come off if you're mezzed.

5. Has the nastiest overall combination of debuffs against a single target out of all corruptor secondaries.

6. It's WINNING.

I've just recently gotten my fire/cold to 50 and fully io'd. I've solo'd 4 av's so far with it np. Once I have a lore pet(you can cast your defense buffs and +hp on your pets, epic winning) and the reactive fire dot proc it's gonna be serious pwnage.


 

Posted

You just can't go wrong with traps, rad, dark, traps, cold or traps.


 

Posted

/TA if you want something a little different that still has great potential. The combination of oil slick, acid arrow, the other -res and ROF is just incredible.

Overall, the combo takes a lot more effort to make 'uber' though.


 

Posted

As others have mentioned, /traps, /rad, and /dark are all very strong sets when paired with Fire.

My personal favorite is traps because 1) high-level defense is extremely powerful (and soft-capped is positively delicious), and 2) I mainly solo so the mez-protection is quite valuable. In fact, I think that the more you solo, the most I would lean towards traps.

I agree traps can look like a slower set than it really is. There is rarely a need to set up a little personal kill zone with lots of Trip Mines. Poison Gas Trap is a brief group hold that should give you enough time to set up a trip mine, then use your Fire AOE attacks to clean up the survivors—or just use your fire attacks in the first place since they are high-damage attacks. I occasionally set up kill zones for difficult single targets, and it is quite nice to have as an option for appropriate use.

I would say that /dark might be a little easier since /traps does have a few things that can go wrong. Trip mines can be interrupted, so if you are in a large group of critters an attack can get through despite your defenses and PGT. You don’t have an instant heal, instead you have a beacon that you need to stand near which increases your regeneration.


 

Posted

I've paired Fire with Dark, TA, and Cold.....I prefer my Fire/Cold out of the three. Its all about play style in the end.

Also, here is a thread from a few weeks ago with the same question. It might give you some ideas or help in deciding.
http://boards.cityofheroes.com/showthread.php?t=262098


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