Need some advice for DP/?? Returning corr.
Also a returning player, can't offer first hand knowledge of DP but I wanted to let you know that end-game is all about set bonuses and they put a lot more -recharage and +Defense in the game now. Dual Pistols' final attack Hail of Bullets has no crash, buffs your defense, reduces the damage enemies deal, and is a HUGE AoE.
Defenders also have a new passive that gives them a damage boost when solo, get the biggest def/-res bonus out of Hail of Bullets, and you can take primary powers that also boost your defense like Force Field's Dispersion Bubble. Buffs like bubbles are also AoE now, so you don't have to buff your whole team, you just shoot them at someone near the middle or maybe have to buff two people if the team is spread out.
I suggest taking a look at a FF/DP defender.
EDIT---
Derp, not a general thread this is in /corruptors. Corruptors don't seem to get the defense bonus on Hail of Bullets at all... It's not there in the power description at creation like it is for blasters and defenders anyway. And they can't use Force Field... Disregard my stupid post. >.>
I'm looking forward to Hail of Bullets actually. I've been thinking of /kin or /rad. I've also been thinking of Archery/Arrows for a completely different character, but i don't know how effective archery/arrow is.
I've heard some pretty stellar things about /Time, although most of my /Time experience comes from a mastermind. Chrono Shift is an amazing power, you get a lot of +recharge, +defense, -recharge debuffs, a good PBAoE heal over time, the list goes on.
It's probably what I'll do for my own dual pistols fix, although I'm sure others can go into more detail on Time's strengths and weaknesses.
I haven't even looked at /Time to be honest. How well does that power set perform?
DP/Kin maybe.
Hail of Bullets requires point blank range, so you are going to be there anyway and might as well have kin to make HoB a real spawn killer.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
Thanks for the replies. I DO plan on being /kin or /rad though. But i don't know which. How is /kin and /rad so great though? And i just made an Arrow/Arrow Corr. Any advice for both would be appreciated.
for DP/ it's about redraw really.
Kinetics is a super busy set so you'd mostly be throwing out those powers and not too many pistol attacks since you have to stop and pull the pistols out each time, but then it's worth it to stop and drop a Hail of Bullets after the other people AoE to try and put out some crazy AoE scourge. Go for that if you want to be mostly supportive but then drop a bomb sometimes.
Rad runs toggles and casts less frequently to rez and buff. Go for that if you want to shoot people, but even with /rad sometimes your team composition may require you to spam the PBAoE heal and you're right back to redrawing pistols for every one or two attacks.
I'm assuming Siphon Power is going to be one of the deciding factors in this? I've never played a /kin or /rad character before, so i'm unaware of how effective/powerful their abilities are.
for DP/ it's about redraw really.
Kinetics is a super busy set so you'd mostly be throwing out those powers and not too many pistol attacks since you have to stop and pull the pistols out each time, but then it's worth it to stop and drop a Hail of Bullets after the other people AoE to try and put out some crazy AoE scourge. Go for that if you want to be mostly supportive but then drop a bomb sometimes. Rad runs toggles and casts less frequently to rez and buff. Go for that if you want to shoot people, but even with /rad sometimes your team composition may require you to spam the PBAoE heal and you're right back to redrawing pistols for every one or two attacks. |
Rad also works fine of course. I think kin would be more fun though.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I just got a DP/Dark Miasma up to 40 over double XP weekend and he was a blast (no pun intended) especially in a group, lay down tar patch, scare them then lay into the with AoE goodness
Rad, Time, Traps, Dark, Poison. Any of those would be good.
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
I have a DP/Time that I love. Pistols likes to stand in the center of groups, and Time really supports this with Time's Juncture and Farsight. You definitely need to be a very proactive player with /Time, but it is remarkably powerful and gives you a ton of utility.
/Kin is also a great choice and fully supports standing the center of big groups. The ride to 32-38 is a lot bumpier, the end end result is awesome. Hail of Bullets with full stacks of Kinetic Transfer is one of the most enjoyable things in the whole game.
The plus to either set is everyone loves having you in a team. With /Time or /Kin, no one even cares what your primary set is.
DP/Rad here currently at 46.
Solo, throwing down the toggles does give your enemy plenty of time to react, and if your anchor dies quickly (which it tends to when you have a lot of AoEs) you can either waste time getting them up again, or just give up and blast. The upshot is that it can be a bit slow, but not all bad.
Teamwise depends on your missions. Rad loves hard targets because it debuffs them and lasts longer than 5 seconds. Any AV/EB fight is a breeze, and you have fun because the toggles stay on for a good long while and you get to blast your debuffed targets too. The ITF is really enjoyable TF (for me) because of all the EBs. You also tend to get to use Mutation & Fallout too
It's not so much fun on regular missions, because a team generally splatters through stuff so fast, your anchor is dead before you can draw your guns. If I'm on a fast moving team like that, I just blast away and forget the toggles.
Overall, it's been a pretty fun ride, and I really do enjoy the ITF. Hoping to enjoy some iContent too with those lovely hard targets. With hindsight, I'd have plumbed for a secondary that didn't require as much activity. I think DP/Kin would drive me round the bend. YMMV though
-H
Solo, throwing down the toggles does give your enemy plenty of time to react, and if your anchor dies quickly (which it tends to when you have a lot of AoEs) you can either waste time getting them up again, or just give up and blast. The upshot is that it can be a bit slow, but not all bad.
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Radiation Infection has a definite casting time, but there is a delay between when you finish casting and when it causes aggro. I'm rather fond of casting RI and sidestepping behind cover. Enervating Field is a very fast cast so I use it once the spawn gets to me. Well, me and my Choking Cloud, but I'm one of those goofballs who likes that particular power.
And, of course, if you use the biggest target (Lt. or Boss) as your anchor, the debuffs should be up for most or all of the fight.
DP/Rad and DP/Kin are both fine choices! The /Kin will be something of a late bloomer, but the payoff is definitely there.
I love Time/DP/Power, it's an iDefense Cap Capable Tank. Adapted to Corruptor, it would still be a tank but have to work a tad harder on defense. The defender version should be easy enough to convert to a corruptor if that's your preference.
DP Traps is doable, I have one of those at 50 with incarnates.
The issue with Traps is it is very endurance heavy for Corruptors. You need something like Power Sink, which is what I have in my build for endurance recovery issues. It works out well and all you need is 2 mobs.
I have a DP Kin and a Rad Kin. The biggest issue I find with them is your pretty much relegated to using all your Kin powers on iTrials and big fights in TF / SF. You can squeeze a few attacks in but you will notice if you linger too long fighting that something drops off. I know with me I notice it with endurance. Once I get the audio warning for endurance I jump back to using my Kinetic powers. That is my warning, that I am having too much fun and need to get back to buffing.
The advantage of Traps is your defense capped and your powers are helping you pretty much stay alive and produce more DPS through debuffs, it also helps others on your team as well. So even if your being selfish and looking out for yourself, to everyone else your being helpful.
Its a safe build as is every Traps build.
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
Alright. I'm a returning player just coming back to CoV from a break for about 6-7 months or whenever GR was released. Basically i want toknow what are good secondary's for Dual Pistols, and what powers i need to take to both, and what power i need to avoid at all costs. Thanks in advice.