Good blast set for /Time?
I'm playing a sonic/time corr and it's a blast. What it lacks in the raw damage department that fire brings it makes up for in soft control and -res on all the attacks, so against hard targets like EBs and AVs you really start ramping up the damage for yourself and everyone involved the longer the fight lasts. The drawback is you are really a ST damage dealer, as a opposed to fire which I figure built well can jump into a pack, drop a fire rain, and cackle maniacally while blasting away.
I suppose even if you aren't using siren song and the stunning sonic attack, they still function as excellent mules for some of the cheaper purple sets, but solo I use them all the time.
Perma hasten and Chrono arent hard to get, in fact I should have it by l39 (l37 now), and capping your defenses isn't terribly hard if you spec into power build up with your APP. Power build up + farsight = massive defense.
Here is the current build I am working on.. Honestly if I pick up t4 agility I might consider dropping maneuvers or just keeping it as a mule for KB protection and maybe an acc booster. Oh and ignore the IO acc in the attacks, I just couldn't figure out where to put those slots so I just set them there for thought.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mikael Sensei current: Level 50 Mutation Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Shriek
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Accuracy/Damage/Recharge
- (3) Decimation - Damage/Endurance
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Chance of Build Up
- (A) Accuracy IO
- (7) Recharge Reduction IO
- (A) Miracle - Heal/Endurance
- (7) Miracle - Heal
- (9) Miracle - Endurance/Recharge
- (9) Miracle - Heal/Recharge
- (11) Miracle - Heal/Endurance/Recharge
- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (13) Decimation - Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (15) Decimation - Accuracy/Damage/Recharge
- (46) Accuracy IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (17) Dark Watcher's Despair - Recharge/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (19) Positron's Blast - Chance of Damage(Energy)
- (21) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Endurance
- (50) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (23) Decimation - Damage/Recharge
- (25) Decimation - Accuracy/Endurance/Recharge
- (25) Decimation - Accuracy/Damage/Recharge
- (46) Accuracy IO
- (A) Numina's Convalescence - Heal/Recharge
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (27) Basilisk's Gaze - Accuracy/Recharge
- (29) Basilisk's Gaze - Recharge/Hold
- (29) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Fortunata Hypnosis - Sleep
- (31) Fortunata Hypnosis - Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Recharge
- (33) Fortunata Hypnosis - Sleep/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (33) Basilisk's Gaze - Accuracy/Recharge
- (33) Basilisk's Gaze - Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (34) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense/Endurance
- (36) Karma - Knockback Protection
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Recharge
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (37) Karma - Knockback Protection
- (A) Stupefy - Accuracy/Recharge
- (37) Stupefy - Endurance/Stun
- (37) Stupefy - Accuracy/Endurance
- (39) Stupefy - Stun/Range
- (39) Stupefy - Accuracy/Stun/Recharge
- (39) Stupefy - Chance of Knockback
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Achilles' Heel - Defense Debuff
- (45) Achilles' Heel - Defense Debuff/Recharge
- (45) Achilles' Heel - Chance for Res Debuff
- (45) Touch of Lady Grey - Chance for Negative Damage
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (42) Miracle - +Recovery
- (46) Miracle - Heal
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (40) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Endurance
- (A) Empty
Level 1: Sprint
- (A) Celerity - +Stealth
- (A) Empty
Before going in to incarnates this caps defense vs everything, provides perma hasten and perma chrono shift, 3.97 end/sec with 1.23 drain running sprint (tactics and tough are a mules), and it should let you keep most of your bonuses if you exemp down to 30 (though you of course loose the haste,chrono and capped defenses, but it still does well without them.)
If you incarnate and take t4 agility, you could keep ranged and AOE capped and melee at 43.4% before counting the times juncture to hit debuff without running maneuvers. Throw in a T4 clarion and I think you pretty much become an ST tank mage barring a catastrophic defense failure. And I bet many of the build geniuses here could make this build significantly better.
Didnt thought about Sonic Attack, I will have a look at the looks on the character builder.
Why do you say that is primarily a single target set? A quick look at Mids tells me that it has 2 early cones. Do they suck?
I guess that after the first attack, the stacking -res will put sonic damage on par with Ice at least, if not Fire?
BTW, instead of those accs, you could frankeslot Chrono for end/rec and heal/rec (2 and 2, just needs one more slot), or add procs
Just give in and make an awesomesauce Fire/Time and be done with it.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Why do you say that is primarily a single target set? A quick look at Mids tells me that it has 2 early cones. Do they suck?
|
Sirens Song is a sleep, and Dreadful Wail is a nuke with the expected crash.
So you're left with only one AoE from your primary.
You also left out Energy Blast... granted, it's even more ST focused than Sonic and has KB in just about every attack...
Of course, Solo, that KB is a lifesaver. Teamed with other ranged ATs, KB is not as much of an issue, while teamed with melee ATs, you have to work the KB Carefully.
Still, it's a fine powerset.
Also, there's Psychic, Electric, and Radiation Blast... All of them have different good/bad points. You are a Lot less restricted than you might think.
http://wiki.cohtitan.com/wiki/Corruptor
Do some research, play around with Mid's Hero Designer, and Have Fun!
Be Well!
Fireheart
Howl does acceptable damage and debuffs res on an AoE, but Shockwave doesn't hit really hard, has 100% chance to KB and doesn't debuff anything. It's more a KB that has some damage attached than an attack that also does KB.
Sirens Song is a sleep, and Dreadful Wail is a nuke with the expected crash. So you're left with only one AoE from your primary. |
Oh and thanks for the advice about slotting with those ACC IOs, Ill mess around with that. And as far as how sonic adds up with stacking -res I really don't know because I have no point of comparison, and honestly I don't know how far negative a target can go. From my experience I have never seen a damage plateau yet, usually my damage keeps going up until the target is dead, and strangely enough sometimes I swear if I hit another target right after the first is dead the damage actually stays at the higher point(as though that target inherited the -res debuff stack), but I haven't been trying to track it to see if there is a bug there in how the -res stacking is applied to targets, so I could be mistaken.
I know that Im not restricted, and I have a few to choose from
I ended un trashing the idea of Sonic. The powerset seems fine, but I dont stand the graphics. Either as shouts or as blasts, they look meh to me (no offense intended ). Also I want some aoe power than a narrow cone.
Already played with mids a bit, did an Ice/Time (not bad, but couldnt get perma chronoshift, even with one purple set...need reworking) and a fire/time that simply looked...great. Perma everything, all defenses above 35 (except psy, which is at 30 or so) without powerboost, and not very expensive. I even have 2 extra slots (that I temporarily put as a heal proc in flares and def lotg in combat jumping). This is from memory so numbers may be a bit off, but the fire build was miles better than the ice one.
Fire seemed better damage and aoe (fireball + rain + breath) agains the safer ice (slows everywhere) and slight less damage and aoe (breath + rain). I got the Ice nuke, but not the Fire one
The /time set looks just wonderful. Every single power seems good, I would have problems if I had to skip any. In both builds I ended taking the full time set
I will have a look at elec/psy/rad and try making a build for them.
Thanks all!
I checked Elec and Psy and dismissed them, too. I dont like the power selections.
On the other hand, Rad seems good. It has 3 ST blasts for 1-2-3 punching, a PBAoE, and and a TAoE (im guessing Neutron Bomb works just like Fireball?). And the -def sounds tasty. I would love a rain power tho
I played a bit with Mids, basically replicating the Fire build with Rad (was easy, I remembered everything), and got some nice numbers (I really need t go back to the Ice build, it should have the same possibilities).
So at least I narrowed down to Fire, Ice, or Rad. Not bad I guess fire would be the more damaging one, rad the debuffing one, and ice the "you are slowed into oblivion along with /time) set. Any comments on your experiences with these sets, please?
Here is the build. Tough is a (great) set mule, I dont plan on running it.
EDIT: This build needs some slight changes. I didnt check the exact enhances I of each set for most of them, just put whatever I clicked first. For Example, X-Ray Beam would get the build up proc. I just wanted to see def and recharge numbers, and a general idea of the power choices
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Radiation Blast
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Power Mastery
Villain Profile:
Level 1: X-Ray Beam
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Endurance/Recharge
- (15) Obliteration - Chance for Smashing Damage
- (A) Doctored Wounds - Heal/Endurance
- (15) Doctored Wounds - Endurance/Recharge
- (17) Doctored Wounds - Heal/Recharge
- (17) Doctored Wounds - Heal/Endurance/Recharge
- (19) Doctored Wounds - Heal
- (A) Dark Watcher's Despair - To Hit Debuff
- (19) Dark Watcher's Despair - To Hit Debuff/Recharge
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (A) Empty
- (A) Lockdown - Chance for +2 Mag Hold
- (23) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (25) Basilisk's Gaze - Recharge/Hold
- (27) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (27) Decimation - Damage/Endurance
- (29) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (31) Decimation - Accuracy/Damage/Recharge
- (A) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance
- (36) HamiO:Enzyme Exposure
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Damage/Range
- (39) Positron's Blast - Accuracy/Damage/Endurance
- (50) Ragnarok - Chance for Knockdown
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (40) Steadfast Protection - Knockback Protection
- (46) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Endurance/Recharge
- (48) Reactive Armor - Resistance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Numina's Convalescence - Heal/Recharge
- (42) Doctored Wounds - Heal/Recharge
- (42) Efficacy Adaptor - EndMod/Recharge
- (42) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (43) HamiO:Enzyme Exposure
- (A) Accuracy IO
- (45) Achilles' Heel - Chance for Res Debuff
- (45) Touch of Lady Grey - Defense Debuff
- (50) Touch of Lady Grey - Chance for Negative Damage
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 2: Swift
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (45) Performance Shifter - EndMod
- (46) Endurance Modification IO
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 11.13% Defense(Smashing)
- 11.13% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 8.63% Defense(Ranged)
- 5.5% Defense(AoE)
- 6.75% Max End
- 4% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 92.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 128.5 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 40% (1.79 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Decimation
(X-Ray Beam)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Neutrino Bolt)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Irradiate)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Temporal Mending)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Time's Juncture)
- 16.06 HP (1.5%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 5% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0.45 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Distortion Field)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Cosmic Burst)
- MezResist(Immobilize) 2.75%
- 12.05 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Time Stop)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Neutron Bomb)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Farsight)
- 10% (0.45 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Boxing)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)
- 1.5% (0.03 End/sec) Recovery
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)
- 10% (0.45 HP/sec) Regeneration
- 12.05 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Slowed Response)
- 16.06 HP (1.5%) HitPoints
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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I'm telling save your time and just go Fire/Time, you will be sooo happy.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
I've gotten an Ice/Time corr up to 30, and she's a joy to play.
Queen of the Amazons, WP/DB
Sound Judgement Son/Son
Cobra Lily Plant/Kin
Celestia, FF/Psy
Nefertiri, Storm/Elec
Pixie, Ill/Rad
Guardian Server
Even though you ruled it out, I really like Psy Blast on Corruptors. It has (I think) the best range out of all the sets available, and its two AoEs are huge/long distance. If you take Cardiac later, the distance increases even further. Where it makes a huge difference is in iTrials and Task Forces that feature enemies with dangerous PBAoEs and death patches. You can attack from almost anywhere with your 120ft (with Cardiac) powers.
I also am very fond of Dark Blast paired with Time.
I havent tried Time out yet, but the 1st thing that came to mind as far as synergy is Dark's -to hit to Time's +def and Ice's slow to Time's slow.
Or Fire like most people if you dont have 6 Fire Blast oriented toons already.
"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-
I think I will go for Fire/Time. But a later stage (probably in a few months when my gf gets a new computer and I try to make her enjoy this game and stop playing that lotro crap ).
For now, Im rerolling my old main, a dark/dark defender, as a corruptor. I loved that char, it was so powerful (SO times, before and after ED), but the lack of damage always made me cry. Hopefully with scourging tentacles and nightfall this will change
Oh, nd no, I dont have any fire blast character yet :P
Another vote for Fire/Time.
I think I will go for Fire/Time. But a later stage (probably in a few months when my gf gets a new computer and I try to make her enjoy this game and stop playing that lotro crap ).
For now, Im rerolling my old main, a dark/dark defender, as a corruptor. I loved that char, it was so powerful (SO times, before and after ED), but the lack of damage always made me cry. Hopefully with scourging tentacles and nightfall this will change Oh, nd no, I dont have any fire blast character yet :P |
I am the 99%. Occupy the World.
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Sleet+TT+NF must be something worth seeing too :P
I ran Synapse yesterday, and was an scourge feast. Im in love!
Fire/Time is amazing. Also, while Power Build up is a NICE power to pair with it, you may consider Power Boost from Soul Mastery. Not only does it give the same defense increase that makes it so easy to softcap, but it'll also give access to Dark Embrace for an additional resistance toggle. Stacking that AND Tough on top of softcapped defenses AND solid healing PLUS Clarion for Mez protection? You're going to be outliving some Scrappers, Brutes, and Tankers. Not ALL, simply because you don't have their HP, but you'll be a hard character to take down from any range, especially in melee where Time's Juncture covers up most -Def debuffs that may come through.
Currently, my build is similar to the one posted above. Once I have a couple 5-6 billion saved (to afford those painful Apoc and Ragnarok IOs), I plan on adding a couple of purple sets and going villain for a couple of days for Patron access.
I'll say here, though, that Fire/Time's -Regen is a teensy bit underpowered. You'll need to spam those powers heavily, as well as your attacks. I even went Musculature (Not needing recharge due to IO bonuses+Hasten+Chrono Shift) for added damage and endmod because the end drain from spamming those powers can be rough. In long fights, it's often worth it to detoggle Maneuvers and trust Time's Juncture to keep you alive at slightly below-softcap levels.
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Fire/Time is amazing. Also, while Power Build up is a NICE power to pair with it, you may consider Power Boost from Soul Mastery. Not only does it give the same defense increase that makes it so easy to softcap, but it'll also give access to Dark Embrace for an additional resistance toggle.
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What would you choose to go with /Time and why? I bought Time when it was at reduced price and lately I've been itchy to roll a /Time character. I didnt want a controller, so between Corr and Def I guess corr would be the superior option (great support anyway, and better damage? Yes please)
I dont want a weapon set. AR, Archery and Beam Rifle (which I dont even have available) are out of the question, seems that time is very clicky and the redraw may be killer.
I would rule out Dark too, since I already have a D3.
The sets that are calling me the most are Fire and Ice, but I'm open to suggestions. Seems that Fire/Time is the popular choice (maybe TOO popular), so I may be a bit more inclined to Ice. But as I said, I'm open to almost anything
It's been years since I last played a Corr/Def/Blaster. What are the pros and cons of the Blast sets nowadays?
Thanks!
EDIT: Usually I spend a lot of time soloing (or in 2-3 man groups with my close friends), usually only teaming for TFs and an iTrial from time to time. I think I can get capped defenses and perma hasten/chrono shift?