So You Want to Be a Corruptor? (A Guide, v2.2)


Nemo_Utopia

 

Posted

So You Want to Be a Corruptor? (A Guide, v2.2)

Wayyyyyy back in July, 2006, I was surprised nobody had gotten around to writing a general Corruptor guide. I mean, every other AT had gotten that love...so unfair. So in the interest of equal rights for all ATs, I whacked one out. Five years and 14.5 Issues later, after a regretful but necessary leave of absence starting right around when I promised all my guide updates, I returned to update this guide not only for Going Rogue, but for Freem! Spoiler Alert: I failed. I made a half-hearted attempt to update before we had full information on Time, and before Power Proliferation had run its course.
So now I present to you, 2.2, a guide current through Issue 22! Warning: Shenanigans may or may not follow.

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So, you want to be a Corruptor? Well, whether you picked the AT (that’s Archetype, if you’re still learning the lingo) because the name sounds cool, because you were a Blaster Hero or Defender Hero who wants to reap the fruits of villainy, or just Joe shmuck who picked up the box and rolled up a random toon, here's the skinny.

A few abbreviations before starting: Dmg = Damage, Acc = Accuracy, Def = Defense, Res = Resists, Rch = Recharge, End = Endurance, Spd = Speed, AoE = Area of Effect, KB = Knockback (D for Down).

First, credit North Star (Truth): Disclaimer:
Corrupters are a balanced hybrid; they do both damage and group support (in the form of heals, buffs, and debuffs.) Both roles are important; a corrupter overly focused on damage is just a gimped blaster; a corrupter focused on support is nothing but a gimped defender. As a personal preference, I want a character who can solo effectively, bring a lot to groups, and be viable in PvP. There's a lot of ways to play a corrupter; this is my personal opinion. Mileage may vary.


And now back to your scheduled programming:
Rule numbah 1: You are NOT a Blaster.
Rule numbah 1A: You are NOT a Defender.
Rule numbah 2: You can put them both to shame.


I'll go back over these rules in the "CoH rehab" section, but for now, we'll stick with more generics. Corruptors ARE the ranged damage AT for villains, and are also the primary buff/debuff class. Yes, it's true that Doms pack some ranged damage, but their true purpose is to DOMINATE a spawn. Yes, Masterminds have many (and now many more!) of the same secondaries we do, but their job is to be a mindful master...sometimes of MELEE minions. How barbaric. This means you're filling TWO roles, because your job is Corrupting things! That means making it {better/worse} {and/or} killing {it/its-target}. While you don't have to choose, you do need to manage them both (or all four, depending). This means (first and foremost) you have to put up with people who want a healer. No, seriously, you WILL have to put up with people who think your only job is to heal. The two most common misconceptions about what you do are covered in Rule numbah 1. So what's the deal?

Your primary is identical to a Blaster Primary (or Defender secondary, which gives you access to a Blast set that Blasters, alas, no longer cry themselves to sleep at night because they can't have). Almost. Although you're technically supposed to look at your Damage as being 115% of a Defender, it helps to look at it as 75% Blaster damage. You also get Scourge, which gives you free critical hits more often the lower an enemies' health gets. So, a Scourge attack actually does 150% Blaster damage! For those of you who missed that, that means you're more effective picking off weaker targets than starting on one at full health. In team settings, be the vulture, at least when you start out.

Only there's that other lingering catch, your Secondary. Your secondaries look a lot like Defender Primaries...but you aren't as effective as theirs are on a power by power basis. This is not an excuse to not take your buffs if you have them! Any buff is well appreciated by team-mates, and the longer your team-mates are alive, the longer YOU'RE alive. Even if you take every power in your Blast set, make sure to pick up the better powers from your secondary, or you're going to regret it in the long haul. No-one wants to play a gimped Blaster (too much Primary, not enough Secondary) or a gimped Defender (too much Secondary, not enough Primary), but will love playing the mix that gets to solo well and be welcomed on teams.

"But Mr. Nemo, you can’t take my FREEDO-"
*slap* Knock it off with the Braveheart, I was getting there. With Freem alive and kicking, it's important to mention that Going Rogue will be premium content, but still purchasable by non-subscribers. So while TRULY free players will be restricted to their faction's side, all VIPs and anyone willing to purchase it directly will be able to visit any gosh-dern zone they please. So how do you, as a Corruptor, contend with Blasters and Defenders, and cope with the rush of Kheldians, Tankers, Scrappers, and Controllers you will inevitably see? By being the same Corruptor you've always been. You still bring support to the table that Blasters can't match, and Scourge can push you past Offender levels of damage (Defenders are still offended by this). Since teams allow for eight players, and leagues for many, many more, pure villain teams and leagues can still punish the same content pure hero and mixed-faction teams defeat. So don't get worked up about the competition, just focus on being the Corruptor you are.

Before I go more into the actual power-sets, I need to talk for a moment about Power Proliferation. It’s like Arms proliferation, except instead of giving everyone the same guns, archetypes with overlapping powers share more of the same power-sets than originally granted to them. When v1.0 was written, Psychic Blast was Defenders only, Blasters still couldn’t have Dark OR Radiation, Pain Domination didn’t exist, and Poison was a Mastermind only secondary. This has opened up new play styles and damage types closer to defender and Mastermind play...but you are STILL A CORRUPTOR. All in all, Power Proliferation is a good thing, but if you really want to play like that other Archetype, roll a character of that AT. You’ll have more fun, trust me.

Here's a look, more from a power-set perspective. Your concept character is great...but here's a (very) basic overview of what your sets DO:

Primary

1) Archery - Not exactly Assault Rifle's little sister. In the words of a friend "You do everything Assault Rifle does, except worse. But you hit the target." You don't get Flamethrower and Flame Patch...you get Flaming Arrow and Explosive Arrow. ((blows a kazoo)) Worse, despite the tooltip you DON'T actually get a ToHit buff D= oh noez! Instead, you get a base-accuracy boost in every power of essentially 10%. This means, in fact, that ToHit Buffs and Accuracy enhancements work BETTER for you...and you will pretty much hit everything with your dinky arrows. It’s worth noting your powers also recharge faster than Assault Rifle, so your full damage output doesn’t lag behind.

2) Assault Rifle - Grab bag. You have top of the line ammunition (and a flamethrower!), and are a high damage, high endurance cost set. Smashing and Lethal damage (your bread and butter) are often resisted in-game. Despite this, your damage output is still often as good or better than other sets (unless you PvP, in which case you're sporked because everyone and their grandmother seems to have a S/L Resist and/or Defense power; sorry, dem's the breaks). Instead of a Nuke, you get Full Auto, which recharges far faster and can be very useful to follow up AoEs from teammates (especially with Scourge!).

3) Beam Rifle - Pure energy damage, joining the ranks of Electric and Radiation. Your secondary mechanic is Disintegration, which in addition to a minor DoT adds bonus effects to your attacks, though this is generally MORE damage (not complaining!). Your attacks also spread the effect around. Good setup and spread of Disintegration does rely on luck, but can let you stun groups and be a real damage terror.

4) Dark Blast - An interesting middle of the road set in terms of damage, you do Negative Energy damage, which is not often resisted by NPCs or Players (but when it is, it’s by a lot). You get reasonable damage and some interesting powers (some with DoT). Your attacks also leave a target with a -Acc penalty...and every bit less they hit you and your team helps. You also get some soft control (Immobilize) and even a minor self heal. You may be trading damage for utility, but that utility facilitates more damage.

5) Dual Pistols - You know GunFu! Woah. Firstly: Dual Pistols is NOT a strict re-do of Assault Rifle or Archery. You can change your damage essentially at will from 100% Lethal to 70% and 30% of your choice of Fire, Cold, or Toxic. TOXIC. This also changes your secondary effect from Knockback to DoT, Slow, and -Dmg, respectively. You also get two powers that are not in the standard 'shooter' repertoire: Executioner's Shot is the very-close range, high-damage power from other Blast sets, and Piercing Rounds replaces a Snipe with something in between an AoE and another ranged blast. On top of this, one of your AoEs is a brief rain, and your token control is a ranged Disorient.

6) Energy Blast - My personal favorite (but I'm heavily biased in this case). This, like Assault Rifle is a fairly high damage, high endurance set, but is not as draining. As mostly Energy damage, it's kind of hit or miss: mobs that resist it resist it a lot, but for the most part only certain groups do. The other portion of your damage is actually Smashing/Lethal, which is also hit-or-miss. However, you have KnockBack in every power (except Aim), and managing this can be the key to both a great solo career and a happy team. Mismanaging it can lead to a dead you and a pretty angry team.

7) Electrical Blast - You do energy damage! Unlike Energy or Sonic, however, it's ALL Energy damage, there's no Smashing or Lethal lurking around. You'll annihilate Freakshow and despise the Devouring Earth with every fiber of your being. For a change of pace, you are sufficiently different from other Blast sets that we get to call you weird. You get a damage pet, a Hold, your nuke is targeted AoE instead of Personal based, and you get Short-Circuit [which is amazing]. While your endurance drain won't impress Elite Bosses and up, you can make Underlings through Bosses hate you...and not be able to do a thing about it.

8) Fire Blast - Damage. Lots of it. And then some more. There isn’t a cherry on top, because you incinerated it. You get high single target damage with nice area blasting capacity and Damage over Time (DoTs) for hit targets. However, this damage and lingering damage mean you WILL draw hate on teams, so you'll learn fast (or die trying). Fire actually surpasses Smashing and Lethal in terms of enemy resists later in the game, but this is because some enemy groups (or specific enemies within a group) resist fire a lot, while most groups as a whole still lack super-high resist levels. Don’t let this stop you, as you will still burn the world down around them.

9) Ice Blast - This set gives cold damage (fairly rarely resisted) and slows, along with TWO Holds! None of that token crowd-control crap. You also get a Rain (like Fire), and your Nuke is a super-rain. You actually debuff a fair amount with Slow in everything, plenty of -Rch, and some -ToHit thrown in for good measure.

10) Psychic Blast - Definitely not standard, even on top of doing all Psi damage. Your secondary effect is -Rch, increasing the time between attacks and abilities of foes. You have multiple ranged control effects, and Psionic Tornado can even throw baddies around. While you may actually want to pass on your Sleep and have a strange combination of AoEs, Psychic Blast can be both fun and rewarding to play…just watch out for Dark themed and certain other enemies with obscenely high Psi resist.

11) Radiation Blast - Fast recharges lead to decent Energy damage, and -Def to hit targets (which facilitates more hit targets). Built like a "Standard" Blast set, it's anything but standard. Blasters wailed and wailed for access to this set...and the devs had pity..but still left them in the dark. Get it? Because they didn't give Blasters Dark Bl...oh, nevermind, they gave them that too. Pansies.

12) Sonic Blast - Never been with a screamer before? They're great. With -Res in every attack, you facilitate more damage to hit targets, and while your first attack (as Smashing/Lethal, mostly) may not be THAT impressive, follow-ups (from teammates, too) will look and work better. Strangely, you get a cone Sleep power, but this can be put to good use when crowd control is needed...if you can convince your team to stop being lunkheads and just let sleeping dogs lie.



Secondaries

1) Cold Domination- Perhaps misnamed (you're no Dominator), this set still has some wicked buff/debuff potential, at the expense of no healing or rez. You have two ally shields (one VERY situational), an area buff, and an ally HP buff (Brutes will love it), as well as Dmg/Res debuff (with KD), a Dmg debuff, and an endurance killer.

2) Dark Miasma - Debuffer. Dark will debuff the enemy, keep them still, and has an accuracy dependent heal that's gonna make a Thermal jealous. You do have an ally AoE buff, a drop, a pet, a target toggle debuff, some fear...did I mention the debuff? This set is perhaps one of the most survivable secondaries available to you.

3) Fire!!! *cough* I mean, Thermal Radiation - You prove that setting things on fire is good for them. With heals, ally shields, three great ally buffs, a rez, and a killer debuff and End drain power, you've got a lot going for you. The common misconception, however, is that this is "Empath Lite." You are not an Empath. Debuffing enemies so they fall faster is a wonderful thing to do, and something you should do often. Heal, but don't put up with any team that tries to say that that's all you should be doing (and it may not be wise to stick with a team that you're scrambling to heal, despite your other pluses).

4) Kinetics - Whirling Whirlwind Shredder Team of DOOOOOoooom(tm). This set breaks the mold play-style wise: you WANT to be in melee. You also want accuracy, since you can buff and debuff in one go, but need Acc to do it. Few things will make you sadder than seeing 'MISS' when you use Transfusion. With some -regen, lots of -Dmg, plenty of -spd and -rch and the accompanying (magnified) +Dmg, +Spd, +Rch, and even nice +End Recovery and AoE target Heal (rivaling even Twilight Grasp from Dark), this late blooming set will make the end game on large teams a thing of joy.

5) Pain Domination - Again with the Domination thing...what's a Corruptor to do? The new kid on the block, PD is predominately a healing set. And at first glance, it's build like Empathy. Don't be fooled: you're STILL not an Empath. No, you really aren't. You are a very active buffer and debuffer, even if somewhat limited by your direct means, and are better at buffing offensive abilities than defensive ones...in fact, your only mitigation (about 12-15% to damage, depending on slotting) can be up about half the time with slotting and set bonuses, which is the cost of being such a powerful healer. Your enemies will be easier to hit and easier to rough up through -Def/Res. Your allies will hit like a semi with nitro boosters, but you need to be active to do it. The beatings will stop when morale improves.

6) Poison - You debuff hard. Some is AoE, but Poison is really a single target set, and you do get a weak but fast heal that provides toxic resist. While you have a hold, your control really comes from sinking the enemy’s stats…in fact, you can reduce the secondary effects of enemy powers, which really takes the sting out of control heavy enemies in a way even Radiation and Trick Arrows can’t match. Noxious Gas is an ally targeted AoE, making it perfect to throw on your most survivable in-the-fray ally.

7) Radiation Emission - Considered the AV killer set, and it's not hard to see why. You can debuff just about everything straight to heck (AoE, no less), have a self based AoE Hold (and a nice AoE one-shot hold). You can also rez fallen allies (after using them to blow the bippy out of the spawn with Fallout) and you STILL have the fabled Accelerate Metabolism (+Dmg, +Spd, +Rch).

8) Sonic Resonance - This set gets little love, because it's misunderstood. This set is heavy on the -Res debuffs and +Res buffs. You can't rez or heal (a major minus in most playbooks), but you have two good ally shields, some AoE buffs, an ALLY TARGET AoE debuff (rather unique, and a great way to debuff things around a Brute), and -Res debuffs that are nothing to dismiss offhand. You can even give (some fairly impressive) Mez protection to your buddies. In a pinch, you can also set up a field to repulse enemies from either you or an ally or Capture [read: phase out] a foe. Honestly, it's a shame more players can't seem to fall in love with this set.

9) Storm Summoning - Another gift of Power Proliferation, you are a strange mix, but thrive on slows and knockback. You're stuck with a useful cone KB power, have access to a direct heal, and a toggle team +Stealth/Def. The rest of your powers mix debuff and control through -ToHit, Knockback, Fear, Disorient, -Range, -Spd/Rch, and -Def/Res. Oh, and Lightning Storm definitely strikes twice. Storm Summoning is a pain in the keister to master, but makes you a serious pain to others.

10) Time Manipulation - Active and field-based, Time Manipulation is a mix of control, debuffing, buffing, and healing. You are able to choose a single ally and single enemy to receive magnified effects from all your powers, as well as Hold a single target, but the rest of your arsenal affects an area. Reduce your enemies’ chance to hit, damage, speed, defense, and resistance. Buff your allies’ Dam, Rech, Regen, ToHit, Def, Recovery, and throw some HoTs around.

11) Traps - Traps is an odd set, to be sure, and is different from the Blaster version. Your odd grab bag includes the famous Caltrops and Web Grenade, with a limited pet, a mobile ally +Def buff, a locational +Regen buff, Seeker Drones, and the also famous Trip Mine (and its not-nearly-as-loved red headed stepchild: Timed Bomb).

12) Trick Arrow - Say what, now? Oh, right, because we have Archers now. Trick Arrow is actually a pretty sweet set, but the redraw for using anything but Archery can get pretty annoying when you have to keep swapping back and forth. That said, you're capable of a fair bit of control and can debuff just about every game stat there is…in fact, more stats than Rad, but not quite as awesomely…to large groups for a substantial amount of time. On top of this, you get damage through Oil Slick, and have both a single target Hold and an AoE sleep. You are Jack of Everything, and you look good doing it. Rock on.


Pairing What you Wear aka 1 + 2 =/= 3
When in doubt, matching your Primary and Secondary is never a bad thing. Yet most Primaries and Secondaries play just fine together in the sandbox, and leave your particular combo up to you. That said, the reason it’s never bad to match your sets is that they usually have secondary effects that mesh well. While the secondary effects never actually counteract one another, it’s important to consider the fine line between expanding what you do and gimping yourself by spreading too thin. If your {Insert Effect Here} leave the enemy controlled or face-planted, expanding is fine. But if your effects simply aren’t having the desired effect against generic enemies, you should be trying to get MORE of the SAME, not trying to expand the pot.

This particularly applies to the weapon sets (Archery, Assault Rifle, Beam Rifle, Dual Pistols / Trick Arrow) because of a quirk called redraw. Some powers will not make you put away a weapon you are holding…but most that have a true cast animation will if they don’t share the weapon. In the end, it’s still your fun…but consider if you are REALLY willing to put up with drawing your weapon EVERY time you do something when matching more active sets with a weapon. Your enemies and allies may not notice, but trust me when I say that YOU will. The devs have shown some mercy in this regard, as many powers that originally forced redraw no longer do so. But the list is still long and potentially aggravating.

There are a lot of Corruptor Guides available, and each one will give you tips and tricks. Some will tell you how to put out truly impressive damage, others will give you a solo powerhouse or PvP monster, and others will give you a toon built for team-play. Your play-style is up to you (it's YOUR fun, not mine), but I recommend the balance mentioned above, since even if just to help yourself out, every secondary has plenty of gems that are also great team-play buttons. That said, there are a few more subjects that bear mentioning…

Power Pools
…AND STAMINA FOR ALL!!! aka The Case for Leadership
There was a time when builds were tight. Everyone wanted Stamina, but had to use three powers and one of their tertiary power-pool accesses to get it. The devs realized that everyone and their grandmother felt that they NEEDED Stamina so badly, not taking the power was just not an option. So, in the interest of making every character more powerful (and opening up the possibility for power sets with even HIGHER endurance costs), the ENTIRE Fitness pool was granted to everyone. Most people still put one or two slots into stamina for End Recovery, but they no longer have to spend three power choices to do it! This opens up more possibilities for ANY build. With new tier-5 travel powers and plenty of other options available, I leave it to you to choose how to fill the newfound space. That said…

Leadership powers are toggles that affect both you and your team. As a Corruptor, you get the second best available values for all three, and can provide about +15% damage, ~+15% ToHit , and ~+5% Def through slotting. To yourself! AND to your entire team, their pets, the whole nine yards. Not all sets are really compatible with leadership. Not all players are fully comfortable with it. Certainly, the damage and ToHit are the most noticeable for soloing, and Maneuvers is only really good when stacked with other defense benefits. But if you haven’t seen a team running around with the benefits of stacked Leadership, you have been denied a powerful aspect of the game. Only Soldiers of Arachnos and Defenders can match or surpass the power you can bring to your team through Leadership toggles. No, I don’t run all three on all my Corruptors, and some of them have no Leadership at all. On top of that, I rarely take Vengeance because Corruptors kind of got the shaft on the values for that sweet, sweet, power. But I carefully considered the power brought to the table every time, and you should too.

Patrons are Ancillary
Also once upon a time, villains only had access to Patron Pools, and heroes did not. Power Proliferation has made all Archetypes gain access to a modified form of both the Ancillary (often called Epic) AND Patron Pools. This opens up a lot of options for rounding out or specializing further, especially since you no longer have to wait until after level 40 to take these pool powers. In fact, you can start taking them before your crown-gem in your Secondary! Of course, your Epics match up to Defender Ancillaries, and they got access to our Patrons, but overall this is a good thing. Better still, there are many builds that actually pass over Patron or Epic powers altogether, and do not suffer for it, although it is certainly a trade of benefits. OPTIONS, not limitations! The advice of 1 +2 =/= 3 applies full force here.

Truly Epic: Corruption Incarnate
Incarnate Powers are not like other power pools. The very ability must be unlocked through additional XP after level 50, and each ability must be crafted. There is no difference between Archetypes when it comes to Incarnate Power. For this reason, the existing Incarnate guides will better serve you than a dissertation here. However, you are a Corruptor, and remembering this should guide your power choices. It is your choice whether you want to be strong and rounded, or highly specialized around a certain effect, and Incarnate powers open up both potentials. The effects you call are YOUR Destiny, the damage you throw is YOUR Judgment, the pets that aid you are YOUR Lore, and secondary affects you empower are YOUR Interface. With that said, I still have some general advice:
-Alpha slot is wonderful for filling a hole. If you are always struggling with endurance, NEED your powers up more often, find your damage [or hit rate] lacking, or [new to the game] find you just desperately want more control, endurance modification, or resistance buffs for your shields, Alpha can fill that hole. The flip side of this coin is that you find yourself with no particular needs you can simply empower what you do best.
-Judgment: Ionic by default. All Judgments are impressive, but Ionic is by far the easiest to use and the least picky about how your enemies have decided to arrange themselves. If you’ve mastered a particular type of AoE or are confident you can, go nuts and build whatever you want. But if you are lazy, learning, or wind up in too many difficult fights, Ionic will take you far.
-Interface: Reactive by default. You can always use more damage and benefit from lower enemy resists. ALWAYS. The various Interface options are wonderfully devious and varied, and I actually recommend building multiple trees of this Incarnate slot for a Corruptor more than any other if you can spare the resources. Control, defense, offense, the choice is yours. But if you JUST CAN’T CHOOSE, Reactive has your back.
-Lore requires you to DO THE RESEARCH if you are trying to optimize. On the other hand, Lore doesn’t really punish you for going with your heart and choosing your favorite NPC faction or concept-friendly group. But most Lore powers pack secondary effects based on the power-sets of the group they pull from, making them wonderful complements to your own potential.
-Destiny provides great power for your team, and like Alpha is great for filling a gaping hole or, if you are rounded, bettering what you do best. You must choose your own Destiny, youngling (but I’m personally a sucker for Clarion).
-Hybrid has been redeemed. The choice is yours, regardless of your set combination, to either improve what you do in a meaningful way, or broaden your horizons. Pick what you think is most fun, and don't hesitate to ask those with experience!


Now, if you're new, there are plenty of other guides to help you out, and I can't really help you much more. However, if you played in City of Heroes it's time for rehabilitation.


(Thinking you're a) Blaster Rehab
The Blaster mindset has issues if ported over to a Corruptor toon. Part of this is that with the exception of Kinetics (and having certain, specific power combos from other sets), getting into melee at all is likely a death sentence, unlike Blasters who can Blap. You get no special damage buff for being in melee, you get no melee powers, even. Unless you have Kinetics or a specific build built for it: STAY OUT OF MELEE. Also, (us) Blasters tend to love opening fights with attacks and making things fall over fast. As a Corruptor, doing so will get you agg you don't need, and you have less hit-points to take it with. Until your toolbox includes the debuffs and/or control you need to open a fight, avoid doing so. Even then, co-ordinate with your team for agg mitigation to someone who can handle it (and you can sometimes heal). You're better off sniping from the edge of the battlefield, setting up the team as a mighty hammer, and playing vulture (that's what Scourge does, after all). If you have a Nuke, however, there may potentially be ways to open that DON'T involve a faceplant and still involve lots of dead mobs. Many Corruptors can self buff to an extent, and when teamed with other Corruptors (especially Kinetics buddies) can reach the damage cap and really explode into fights by buffing each other. Whatever the guides tell you, if you find yourself faceplanting, it's time to rethink your tactics, and maybe consider dropping a Range SO into your attacks (an extra 16' or so does more than many realize). Use your tools, and if you constantly remember Rule numbah 1, you can go a long ways towards obeying Rule numbah 2.


(Thinking you're a) Defender Rehab
If you've played a Defender, you actually may not have too much to go over, since you are likely used to managing when to buff/debuff, setting up chains and combos properly, managing aggro for your squishy self, and blasting. It doesn't require too much rethinking to shift to the new equilibrium you'll find as a Corruptor. If, however, you don't play Defenders too much, are trying for a more Empathic style of play, or have misconceptions about what Defenders actually do and how they contribute with both buffing/healing AND their debuffing and blasts, you are gonna be in trouble carrying that over as a Corruptor. Playing a team-friendly or solely team build is nice...but you're a villain! Picking up EVERY power in your secondary isn't always wise, and even if it is, you need the right Blast powers. I mean, come on, you're freezing your allies, summoning the darkness of the Netherworld around them, setting your allies on fire (SETTING...THEM...ON...FIRE!!!!), breaking the laws of physics (and probably allies' bodies), actively manipulating their pain response, injecting them with toxins, overextending their bodies' resources, infecting them with (potentially lethal) radiation, screaming at them constantly, covering them in wind/sleet/hail and a freaking hurricane, forking with their temporal mechanics, using hazardous inventions around them, or firing sharp sticks with gimmick payloads willy-nilly into their midst. You are obviously not nice. You do more damage to wounded things!!! Ay carumba. Keep your allies alive, but remember that defeating enemies is also 100% damage mitigation from that mob. Don't hesitate to be a vulture and pick off the wounded so that your allies can move to other threats. You don't want too many Blast powers (barring some exceptions), but you want an attack chain at least. If you have an attack chain (for when things are going sweepingly well), a buff/debuff suite (for helping things go well), and learn to use utility powers and soft (or even hard) control, you can fill both your roles, and learn to balance things to do both when needed.


The moral of the story: learn your primary. Learn your secondary. Always remember that both are equally important, and find the balance that's right for you. Now go prove that you're what Defenders wish they could grow up to be and make those Blasters jealous!



Thanks to all you Corruptor guide writers out there, and thanks for sticking with me. I'd also like to thank everyone who has voiced their support over the iterations of this guide and helped with corrections! If you spot typos or have other input about how this guide can be better, either post in this thread or PM me! This guide is not meant to be the definitive "C0rrupt07 1s j00" guide, but instead something to help any Corruptor choose what they want and run with it. Help make it better for all the fledgling villains out there, so that Paragon City will fall that much faster.