best primary for Time corruptor?
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
My vote on the OP question (i.e. excluding Fire) would be; Ice, Sonic, Psychic, and even Dual Pistols. In that order.
All these have good synergy with Time's debuffs and positioning. I feel that Time is a is most effective in near melee range. Which is why i do not recommend Beam Rifle or AR. Rad is out because, it sacrifices too much damage for def debuffs which is at most only slightly helpful. Dark is always an option as tohit debuffs are valuable but suffers the same poor damage as Rad and even worst AoE attacks.
For my Time Corruptor, I chose Psychic Blast for theme reasons and all that recharge debuff stacking has to count for something... or I hope it does. I have been enjoying playing him. My plan is to get Ageless Destiny and Burnout to spam the hell out of Slowed Response, Chrono Shift, and Psychic Wail . Sounds like a good time to me.
My 2 cents, YMMV.
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
You ask for the best primary to pair with time then exclude that very set...Brilliant.
Why not just decide for yourself since you really don't want people to tell you the best since you already know what it is and you don't want it. |
The next suggestion would be dual pistols, but then you would be using incendiary rounds because its damage.

H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD

I feel that Time is a is most effective in near melee range. Which is why i do not recommend Beam Rifle or AR. Rad is out because, it sacrifices too much damage for def debuffs which is at most only slightly helpful.
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Also, defense debuffs are actually extremely useful to me. First, they mean a little less need for accuracy, which is great for SOs/HOs only where slots will be very precious until HOs at least. Second, with all the to-hit debuffs and defense buffs that enemies have, defense debuff will help with those quite a bit. It also helps everyone else hit the enemy, not just yourself.
I'm still debating Ice and Psychic though. I think part of the problem is I'm not sure how effective the recharge slow is.
How does recharge slow behave? Is it on an exponential decline in effectiveness like recharge buffs are?
Is there a recharge slow cap?
How much does it actually reduce incoming damage?
I've been here for years and I'm still figuring out the numbers and how to slot better.
Edit:
I also have a main Fortunata that I greatly enjoy, so I'm wondering how the Psychic powers of corruptors compare.
The part of the game that annoys me the most is that all secondary effects get nerfed to one degree or another except pure damage. If you can't kill it then you would quit playing the game, so most items have very small temporary damage blocks ( no damage can be taken ) but for the most part pure DPS is not made irrelevant. Things can be resistant or complete immune to slow, stun, hold, sleep, confuse making having these powers almost worthless in some situations. Per say defense and resistance debuffs are always nice, like an army of fire/rad controllers can take on anything in the game.
that's why almost everyone will tell you to go with fire, in the long run it has the fewest nerfs to deal with.
be that as it may, Sonic has a resistance debuff that might have the smallest nerf to it's alternate affect.
The problem with pure damage is....
1) It has to hit the full resistance and defense values.
2) It doesn't have any way to actually buff your damage. while pure damage is a bit higher and really nice, it doesn't "snowball".
3) It doesn't have any way to increase your survivability other than burning down enemies who are built to still provide a threat. If pure damage was good enough then nobody would be worried or want other effects in any powers.
If a blaster was perfect for every situation with just damage then we wouldn't have tanks or debuffs or buffs.
It tends to be balanced where pure damage is really nice but lacking.
I'm looking to see how well the other sets do because secondary effects are important to me. I'm not the best with the "burn it! oh crap I'm about to faceplant! BURN IT!" play, so I like to ensure I always hit, get hit less and do whatever else I can to make sure the enemy goes down and I stay up.
As a time corr with a heal there is no need to feel oh I have to burn it before I face plant, that is blasters mate.
Face it, fire is the best everything else depend on personal restrictions is next. So pick one with the secondary effects "you" want and be done with it. Not rocket science here.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
The problem with pure damage is....
1) It has to hit the full resistance and defense values. 2) It doesn't have any way to actually buff your damage. while pure damage is a bit higher and really nice, it doesn't "snowball". 3) It doesn't have any way to increase your survivability other than burning down enemies who are built to still provide a threat. If pure damage was good enough then nobody would be worried or want other effects in any powers. If a blaster was perfect for every situation with just damage then we wouldn't have tanks or debuffs or buffs. It tends to be balanced where pure damage is really nice but lacking. I'm looking to see how well the other sets do because secondary effects are important to me. I'm not the best with the "burn it! oh crap I'm about to faceplant! BURN IT!" play, so I like to ensure I always hit, get hit less and do whatever else I can to make sure the enemy goes down and I stay up. |
Time: Amazing Buffs (that affect self, even), respectable debuffing, and even some crowd control to keep you as far out of danger as you're skilled enough to manage.
Time by itself mitigates almost all of the worries one might have about picking a completely damage-based primary. By the numbers? There's no contest in my mind. All things being equal in player competence, Fire/Time will likely outperform any other primary because player-side debuffing via primary attacks is almost always of less value in the long run (and generally in the short run, too) as opposed to DPS. If you REALLY want the secondary effects, roll Defender. Sure, their damage mods and caps are not as shiny, but the secondary effects become relatively massive.
I digress. If you want the "best," the answer is "burn it with fire," as it almost always is these days. If you want to do anything else (concept, feel, etc.), this thread suddenly is a subjective morass of opinions and diatribes that will only serve to increase someone's post count. You want to be a superiffic helponticator with the shinecoolest blastpews? Go Fire/Time.
Fine.
I'm guilty as charged of making a poor choice of words in the subject line. You people just don't want to read the actual post where I did ask for opinions on other sets.
I'm not going with Fire. It's overused and overrated. I'm not that fond of the graphics or no secondary effects either.
So there.
By the way, NO INVENTIONS!
Every suggestion and "Time does it all" statement you make seems to end up with "if you slot it with this set".
I don't have access to them. I also will never take Power Boost because:
1) If the set was designed around it then the set sucks and I'll just complain about it until the set gets balanced to not force me to choose a power outside of it.
2) If #1 is wrong then it will probably eventually be nerfed, or at least it is not necessary so I can choose a different ancillary/patron I will use more than just for one power on a long recharge.
Fine.
I'm not going with Fire. It's overused and overrated. I'm not that fond of the graphics or no secondary effects either. So there. |
See? Isn't it easier when we're honest with ourselves and accept that we aren't trying to always be the most effective, but just have a good time?

Fine.
I'm guilty as charged of making a poor choice of words in the subject line. You people just don't want to read the actual post where I did ask for opinions on other sets. I'm not going with Fire. It's overused and overrated. I'm not that fond of the graphics or no secondary effects either. So there. By the way, NO INVENTIONS! Every suggestion and "Time does it all" statement you make seems to end up with "if you slot it with this set". I don't have access to them. I also will never take Power Boost because: 1) If the set was designed around it then the set sucks and I'll just complain about it until the set gets balanced to not force me to choose a power outside of it. 2) If #1 is wrong then it will probably eventually be nerfed, or at least it is not necessary so I can choose a different ancillary/patron I will use more than just for one power on a long recharge. |
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
Actually, I'm leaning towards Radiation Blast because it is THE most synergistic with Time's melee nature, given the pbAoE and tAoE that are very quick as well(burst feels better than DoT in my opinion). It also doesn't have too low damage actually because of its speed. (Edit: I also find Rad easy to use, even while hovering way above the ground where rains wouldn't work well.)
Also, defense debuffs are actually extremely useful to me. First, they mean a little less need for accuracy, which is great for SOs/HOs only where slots will be very precious until HOs at least. Second, with all the to-hit debuffs and defense buffs that enemies have, defense debuff will help with those quite a bit. It also helps everyone else hit the enemy, not just yourself. I'm still debating Ice and Psychic though. I think part of the problem is I'm not sure how effective the recharge slow is. How does recharge slow behave? Is it on an exponential decline in effectiveness like recharge buffs are? Is there a recharge slow cap? How much does it actually reduce incoming damage? I've been here for years and I'm still figuring out the numbers and how to slot better. Edit: I also have a main Fortunata that I greatly enjoy, so I'm wondering how the Psychic powers of corruptors compare. |
I have never really made a build without IOs so Def Debuff might be a bit more valuable in that case. I might play with Mids to see how effective an SO build is. As for the Damage on Rad, I really do find it lacking, but that might come down to play-style. I tend to have long attack chains using many powers. So with the 'clicky' nature of Time I am not gonna have the time to spam a few quick recharging powers to take advantage of Rad Blasts pretty good DPS. Even with that said I am a big fan of Cosmic Burst and Atomic Blast. I have 2 level 50 Rad Blast toons, My main a Rad/Rad Corr and a FF/Rad Def. I often wish I would have picked a different primary on my main. And my Def is a very niche roll player on teams, all his attacks are slotted with a Achilles Heel -Res and without IOs that trick will not be available.
I am really ignorant on the limits of recharge debuffs, I might look in to it. But as they say Ignorance is bliss. And I do not loose sleep worrying about it, I loose sleep enjoying this great game.
Nuclear Annihilation: 50. (Rad/Rad) Corruptor.
Quasar Eclipse: 50 Warshade.
Humanoid No. 7: 50 (Invuln/SS) Tank.
faces.cohtitan.com/profile/chefinferno
I also will never take Power Boost because:
1) If the set was designed around it then the set sucks and I'll just complain about it until the set gets balanced to not force me to choose a power outside of it. 2) If #1 is wrong then it will probably eventually be nerfed, or at least it is not necessary so I can choose a different ancillary/patron I will use more than just for one power on a long recharge. |
You really are an... entertaining poster to watch.
@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30)) Single Target Radius = 0. AoE Non-Cone Arc = 360.
So, obviously, synergy between power picks is either mandatory or overpowered, then, huh?
You really are an... entertaining poster to watch. |
1) How powerful is each power separately? Chances are they are underpowered if "A+B = normal".
2) If it is not overpowered, and the synergy makes the effectiveness "normal", then is that not the definition of "mandatory" when you "need" both powers to make performance "normal"?
It's pretty obviously logical that the facts show Power Boost either earning a future nerf or Farsight needing a buff.
Also, I don't use crashing nukes such as Atomic Blast.
I don't like being helpless to anything left alive. Though it may be more of a possibility for a click-heavy set like Time Manipulation and teaming with somebody else holding aggro.
I build for solo, though, and just do what I can do on teams, which works rather well.
By the way, Peacebringers share a few powers, with different graphics, with Radiation Blast. I have experience with Peacebringers and like them as well.
So, obviously, synergy between power picks is either mandatory or overpowered, then, huh?
You really are an... entertaining poster to watch. |
To be even more specific how Power Boost works with some AOE Buffs, most famously Farsight (but also Force Field shields) but not with others (like Fade, Mind Link in the Domi APPs and Cold Shields) makes it at least suspect in terms of how those powers were implemented. Mechanically I know why the difference exists but in terms of balancing sets it means sets are wildly disparate once you throw Power Boost or Power Build Up into the mix.
Farsight is especially guilty here, at least when you judge the set as a whole. Time is already pretty good with lots of tricks and abilities, why a Perma AOE Defense Boost was created recently which allowed to gain from Power Boost is a bit beyond me and would seem to me to be an oversight.
To my mind the only Buff Defense shields which should be PBable would be Fortitude from Empathy (because you're not going to get more than 2-3 people buffed with it) and the bubbles from Forcefield (since FF is such a one-trick pony buff-wise).
All my own opinion of course.
Oh, and the Recharge floor is 25% of normal recharge.
Game balance is not a single point, it's an interval. A whole range of things can be balanced, even if they are not all exactly equal. Farsight without Power Boost is still a really good power; Farsight with Power Boost is an even better power, but considering how extensively the combo was discussed in the Time feedback thread during beta, I find it hard to imagine it's more powerful than it was intended to be. It would have been trivial to make Farsight into a toggle, or give it a minor resistance buff, or otherwise prevent it from turning 15 seconds of Power Boost into 120 seconds.
One could also say they already nerfed PB+Farsight, now that HOs can't make Power Boost boost more.
I mean hey, if you want to take a different epic pool, that's fine, but lose the self-righteousness about it.
Balance is not a single point, it's an interval. A whole range of things can be balanced, even if they are not all exactly equal. Farsight without Power Boost is still a really good power; Farsight with Power Boost is an even better power, but considering how extensively the combo was discussed in the Time feedback thread during beta, I find it hard to imagine it's more powerful than it was intended to be. It would have been trivial to make Farsight into a toggle, or give it a minor resistance buff, or otherwise prevent it from turning 15 seconds of Power Boost into 120 seconds.
I mean hey, if you want to take a different epic pool, that's fine, but lose the self-righteousness about it. |
There's been a few examples of powers combos (or even just powers) which turned out to be overpowered or needed toning down once the player base got their hands on them. Fire Control has had a fair few tweaks since the days of FireKin farmers (Hotfeet and Imps were toned down a bit).
Shield Charge was memorably buffed by Synapse into its former broken state (he used the wrong damage modifiers or something in his calculations) and the devs didn't even realise until he was told in a thread. Despite it having been the main topic of conversation on Scrapper boards for months and months. What seems obvious to the player base and is frequently discussed on the boards has often passed the devs by.
So saying "Surely it wouldn't have gotten into the live game without being spotted" isn't true really. Experience shows that yes it could, regardless of beta (I'm still trying to work out if Titan Weapons was considered balanced in beta. Now that I'm playing one on live I can't see how it could be, although I'm reserving judgement as Brutes are generally early overachievers)
Overall I find the idea of what Bridger on the EU forums used to call "corner cases" pretty interesting when it comes to two powers or sets synergizing so well they cause the total to be far greater than the sum of their parts.
One could also say they already nerfed PB+Farsight, now that HOs can't make Power Boost boost more. |
It was directed at post #40, but I chose not to quote it, because I feel silly when I quote the post directly above, but then I wrote slowly and got distracted by something else and you scooped me
Is Time with Power Boost overperforming? Not really, so far as I can tell. Is Time without Power Boost underperforming? Not really, so far as I can tell. Sure, I could be wrong and it could get nerfed at some point, but that's true of anything in the whole game. Best not even log in if the possibility is totally unacceptable. I was responding to the assertion that it will "obviously" be changed, because Power Boost is better than no Power Boost, so one or the other must be over- or underpowered.

And to further derail the thread, now I'm also considering a Time controller after looking at the very nice Gravity changes and looking at Electric Control for the first time. I also wonder how well Illusion Control works with Time.(no IOs again so obviously nowhere near perma PA, so how is it without Phantom Army?)
I'm leaning towards Gravity for concept and because I love the graphics, but Illusion is very nice and cool and Electric seems possibly powerful.
I may have to just make both a corruptor and controller with Time Manipulation.
Game balance is not a single point, it's an interval. A whole range of things can be balanced, even if they are not all exactly equal. Farsight without Power Boost is still a really good power; Farsight with Power Boost is an even better power, but considering how extensively the combo was discussed in the Time feedback thread during beta, I find it hard to imagine it's more powerful than it was intended to be.
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They buffed it. So it is either overpowered now, intentionally or due for a nerf, with Power Boost or it is "just right" with Power Boost to where you still need it.
FYI, I'm not "self-righteous" about it. Facts and logic are never self-righteous.
If I was self-righteous then I would call you a "heathen of the church of Power Boost" or anything emotionally charged and not based in fact and logic.
The facts support my conclusion that Power Boost doubling Farsight is either "too good" and due for a nerf or "just right" and due for a buff to Farsight while its Power Boost synergy gets nerfed.
There is no possible situation where "Farsight is just right" AND "Power Boost + Farsight is just right" as "A does not equal Ax2" by simple math.
What seems obvious to the player base and is frequently discussed on the boards has often passed the devs by.
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It doesn't surprise me that Farsight + Power Boost would either be an intentional pairing, thus unfortunately locking them into one ancillary/patron pool, or overpowered and missed or intentionally overlooked(a possibility sometimes).
Edit:
In regards to sleeps, pertaining to Electric Control Static Field, does Time's Juncture break sleeps? Does Distortion Field break sleeps?
Rain of Fire for corruptors is the latest example of this. It does a certain damage per tick, but the Scourge value per tick is double the normal per tick value for a total of 3x damage per tick.
It doesn't surprise me that Farsight + Power Boost would either be an intentional pairing, thus unfortunately locking them into one ancillary/patron pool, or overpowered and missed or intentionally overlooked(a possibility sometimes). Edit: In regards to sleeps, pertaining to Electric Control Static Field, does Time's Juncture break sleeps? Does Distortion Field break sleeps? |
No and no, unless the hold actually kicks in as far as I know (and maybe not even then, certainly if the hold does wake them up they'll be held, and should be asleep again before it wears off)
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It seems to be pretty powerful, and luckily I own Going Rogue so I have had it for some time.
I also played a Gravity/Force Field to 50 before the changes, so I won't mind doing so after the changes.
Funny thing, Dimension Shift actually looks like a cool way to protect ranged damage dealers from splash damage, such as Lusca's tentacle's long cones, by having the field with the ranged players so that the tentacles are not inside the field. That would only work if those players inside the field could attack enemies that are outside the field though.
There are probably other cool strategic uses of that power as well.
Seriously, how does Jolting Chain work?
I'm very curious now because it looks so good, especially with Containment doubling of damage.
Does it jump from one target to another then back to the same target at all?
How many jumps does it make?
I would imagine it would be a really awesome build, Electric/Time.
Why not just decide for yourself since you really don't want people to tell you the best since you already know what it is and you don't want it.
Q. Just wondering Posi, where are the new dance emotes we were told would come with GR?
A. Positron: Whoops, my bad.
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