Help me decide solo Corrupter: Ice or Fire/Time?


Beauregard

 

Posted

Quote:
Originally Posted by Deacon_NA View Post
Your number, 60%, is wrong. This isn't an opinion, it's a fact. I'll let you do the homework but I'll help you this much, these are the only other powers that debuff -tohit and -dmg:
Time's Juncture reduces hit by 12.5% and damage by 20%.
Darkest Night reduces hit by 15% and damage by 30%.
Fearsome Stare reduces hit by 15%.
Siphon Power and Fulcrum Shift both reduce damage by a stackable 20%.
Radiation Infection reduces hit by 25%.
Enervating Field reduces damage by 20%.
Hurricane reduces hit by 30%.
Heat Exhaustion and Benumb reduce damage by 50%.
Poison Gas Arrow reduces damage by 25%.

The only power worse by the numbers would be Flash Arrow (5% hit debuff), but Flash Arrow doesn't aggro mobs, reduces their visibility and can be used from long range.

So apparently you're the one who needs to "do the homework" since - as I indicated - Time's Juncture has poor values compared to similar debuffs in other sets. Couple this with a heavy endurance cost and the need to stand continuously in melee range... well, you get a not-very-good power. Now, if you had some other reason to be in melee range, it's a power you'd take because it's the best option you've got.

But you don't have any good reason to be in melee range. Your offensive powers work from range. You have no other powers in Time Manipulation that require melee range. Indeed, most of the time when you actually use Time's Juncture as a Time Manipulation Corruptor you're going to increase the damage you take because you've got enemies unimpededly swinging their highest damage attacks without interruption and the -hit isn't markedly changing their chance to hit you.

Quote:
The -speed is certainly not wasted because DF itself is not enough to cap debuff speed. I suppose you could slot slows in it but then that's a spot that could have gone to a proc.
You need one slot for the hold proc. What else are you putting in it? A 25% chance for 71 damage? That's a whopping 1.775 dps.

Even if you didn't slot it for slow at all, you still don't need Time's Juncture because either Rain will cap slow in conjunction with Distortion Field.


 

Posted

Quote:
Originally Posted by Beauregard View Post
Time's Juncture reduces hit by 12.5% and damage by 20%.
Darkest Night reduces hit by 15% and damage by 30%.
Fearsome Stare reduces hit by 15%.
Siphon Power and Fulcrum Shift both reduce damage by a stackable 20%.
Radiation Infection reduces hit by 25%.
Enervating Field reduces damage by 20%.
Hurricane reduces hit by 30%.
Heat Exhaustion and Benumb reduce damage by 50%.
Poison Gas Arrow reduces damage by 25%.

The only power worse by the numbers would be Flash Arrow (5% hit debuff), but Flash Arrow doesn't aggro mobs, reduces their visibility and can be used from long range.

So apparently you're the one who needs to "do the homework" since - as I indicated - Time's Juncture has poor values compared to similar debuffs in other sets. Couple this with a heavy endurance cost and the need to stand continuously in melee range... well, you get a not-very-good power. Now, if you had some other reason to be in melee range, it's a power you'd take because it's the best option you've got.

But you don't have any good reason to be in melee range. Your offensive powers work from range. You have no other powers in Time Manipulation that require melee range. Indeed, most of the time when you actually use Time's Juncture as a Time Manipulation Corruptor you're going to increase the damage you take because you've got enemies unimpededly swinging their highest damage attacks without interruption and the -hit isn't markedly changing their chance to hit you.
I know this goes against the common thought of quite a few in the corrupter community, but you can help the team quite a bit with Time's Juncture. You can debuff tohit and damage for your team. That alone is a reason to keep the power.
Add to it the other layers of mitigation possible (Defense, healing, holds and -rech) and you have a nice rounded char not only for yourself, but as a team player.


Yes, other powers can do more but you have to look at the totality of the set to determine if your char is using the added layer to best effect. I tend to play my Time/Ice very aggressively (mostly melee) and to good effect even though most of my powers are ranged.

And please note that Flash Arrow gives non-resisted -tohit values. This makes it a great power for any player as all those -Def powers and resiting AVs and the like don't change the added value of FA. No other power (to the best of my knowledge) gives that, so dismissing powers simply because they don't have a pretty number associated is a very limiting view.


And to the OP, my vote would be to go Fire/Time for a corrupter because corrupting adds to what the set would naturally would naturally do, fast damage. But don't forget that you can do other things with the build too.

I would also suggest you roll a Time/Ice defender because you will find that it has a completely different feel to it. You will start to think more like a tank. The reason to play that as a defender, imo, is that the defender numbers add to what the set normally does. That and after IOs and incarnates, the difference in damage numbers is not as severe as you might think.