BR: defender or corruptor?


Angelic_EU

 

Posted

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Originally Posted by _Elektro_ View Post
Clicky....?

I do recall feeling that when I played my Ninja mastermind with Poison. Played him from beta on.... and the 'clicky' part was just healing those stupid ninjas.
Looking back at it, yeah... The debuffs last 30 seconds, so it's the same story as Lingering Radiation or Sonic Siphon.

I think I might do /Poison, to be truthful. I've got another concept that also works with that.


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Posted

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Originally Posted by Riverdusk View Post
You can color the beams, so you should be able to make them not particularly bright if you want. And web grenade isn't a bad power, if nothing else I love its huge -recharge debuff, comes in very handy sometimes. Another plus is it is useful with no extra slotting needed.

Another combo that should be good is beam/storm. Beam gives you -regen which is about the only debuff storm is missing, so it rounds it out nicely.
Not exactly what I meant. I don't want them "not particularly bright," I want to know if I can make them dark.

My comment regarding web grenade wasn't that it's a bad power, but that it's one that I just don't want first. It's on my traps/dark defender and it's great. I just take it a little later.

Storm isn't something I'd considered as a pairing...hmm...


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Posted

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Originally Posted by _Malk_ View Post
Not exactly what I meant. I don't want them "not particularly bright," I want to know if I can make them dark.
How's this for dark?



I just selected "Dark" with Black/Black as the colors.


Quote:
Originally Posted by ShadowNate
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Posted

I feel if you want to be more about the Beam Rifle, like I intend to, then you should go /Sonic. It's more of a set it and forget it type of set. Shield, toggles, Liquefy your foes then blast away until the next mob, where everything else can be more active

Rad : Anchor drops, keep blasting, or re-anchor? Spot healing when needed etc.

I say /Sonic allows for the most focus on a primary, but in trade off for not being the most diverse or active.


 

Posted

I was actually sort of thinking about a Traps/Beam Defender over a Beam/Traps Corruptor. I've heard that the damage difference only tends to average in the order of 10-20% favoring the Corrupor, counting Scourge, and Traps on a Defender has 6.6% better -Res debuffs per Acid Mortar, which can be triple stacked if I'm not mistaken. That should, in theory, do a lot to make up the damage difference. I'm also fairly certain the damage on Trip Mine is the same on all ATs, which does more to slant the set in favor of Defenders.

Thoughts?


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Posted

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Originally Posted by Dechs Kaison View Post
Sonic ends up doing twice the -resist as Radiation, but does that outweigh the +damage and +recharge that Rad brings?
That's a tough question.

I'm not sure how end hungry BR is yet, or what the top end ST chain for it will be.

Those would be deciding factors for me personally, as I know I could rely on /Rad's extra rech to help meet any higher end rech requirements as well as the +recovery boost that perma AM brings.

I also find the AoE Slow component in Lingering Radiation extremely valuable for my style of play, which generally involves a lot of near melee range kiting.


Quote:
Originally Posted by Dechs Kaison View Post
It boosts resistance as well as providing solid mez protection to myself and the team, but does that outweigh the healing, -tohit and -damage that Rad brings?
Clarion can cover the mez protection at 50 for a Rad, but that's only at 50. It also means that Sonic can probably go for something other than Clarion, so there is that.


It's a tougher choice than I had thought at the start.


I'll be going rad most likely, as it allows for a fairly aggressive style of play. Can cover the mez protection with Clarion and has a self/PBAoE heal.

I'm also a fan of rech, and recovery boosts wherever I can get them as well as making the most out of people who die a lot by turning them into bombs (which happens often enough at the feet of AVs on trials to be less situational than it can sometimes be).


 

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I'm also fairly certain the damage on Trip Mine is the same on all ATs, which does more to slant the set in favor of Defenders
Unfortunately Defender Trip Mine was modified and got shafted big time. You're right that Corruptor, Blaster and MM Trip Mine all do the same damage. Unfortunately, someone on the dev staff said "Uhhhh, Defenders are supposed to do less damage right? Maybe we should, you know, lower it or sumthin. What's their AT damage modifier? .65? Let's just multiply by that. Now let's go do something wacky on UStream."

That 65% is supposed to be the modifier for base ranged damage, NOT 65% of a MM!!!!!!! This infuriates me quite frankly. Either Trip Mine should be universal or nerf the other versions, except for Blaster. I'm FAR more in favor of the former, not the latter.


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Posted

I'm going to be rerolling one of my toons as a BR/Traps corruptor. I'm dropping the Elec blast because BR/ fits his concept a LOT better.


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