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water/ some questions and tips for a noob


Nuclear_Fusion_Kid

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So I made a water/rad corr. I saw some suggestions that it would be good for solo play. Plus the water set just looks bombastic and fun visually.

 

I would be grateful for any tips on how to level up and/or what powers to skip in the set.

I have looked at some builds in the blaster forums that had water. And some some of them skipped aqua bolt others hydro blast and some took both aqua and hydro and dropped tidal forces.

The set look power heavy as a lot of builds had almost all powers minus one (aqua or hydro etc). I imagine this would be the case for corruptors as well.

And would the /rad affect the power choices in any way?

 

 

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My Water/Plant blaster build is in the blaster forums (probably find it if you search my username).  I skpped Hydro.  I took Steam Spray, which I have found surprisingly useful at lower levels and exemp'd TFs.  Hydro was the only thing I skipped on the water side.   On my Fire/Time corr for comparison, I skipped both Fire blast (the Hydro equivalent) and the narrow cone Fire Breath.   Steam Spray has a much wider arc (50 deg vs. 30 deg) and will the Artillery IO set you get +range which spreads it out further towards the cone end. 

Edited by brasilgringo
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17 minutes ago, brasilgringo said:

My Water/Plant blaster build is in the blaster forums (probably find it if you search my username).  I skpped Hydro.  I took Steam Spray, which I have found surprisingly useful at lower levels and exemp'd TFs.  Hydro was the only thing I skipped on the water side.   On my Fire/Time corr for comparison, I skipped both Fire blast (the Hydro equivalent) and the small cone Fire Breath.   Steam Spray has a much wider arc (50 deg vs. 30 deg) and will the Artillery IO set you get +range which spreads it out further towards the cone end. 

Thanks for the reply. I think your water/plant was one of the build I saw. I will take tips from it 😉

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I have a corruptor on everlasting named Boiler Room Bob. He is Water/Thermal, mostly for the boiler theme. Many players skip hydro because of the longer animation time coupled with the rather low damage. Tidal Forces I see as a must have. Tidal Forces + water jet gives you the double tap opportunity; it fires off once and it is immediately available to use again. Even more potent: tidal forces + geyser is a sweet damaged boosted nuke.

 

I already have a number of characters with water blast, but Water/Radiation or Radiation/water defender sounds fun.

 

I like most of the Radiation emission powers. Accelerated Metabolism is kinetic speed boost Lite(TM). The toggles radiation infection and enervating field are super debuffs even though as teams get more potent, they are usually used on hard targets. Radiation infection stacks -defense with all your water blasts. Some folks slot an achille's heal  -resistance proc in whirlpool and that effect stacks with enervating field. Lingering Radiation is your -regen boss killer. I personally like choking cloud but there are many that skip it. Mutation is a rez. Fallout blows up the corpse of a teammate (maybe that Rad/plant blaster ) and EM Pulse is a wonderful basket full of opportunity.

 

Many ?/rads take teleport just for moving corpses around for fallout xD. With hasten, some rads strive for perma-hasten perma-accelerated metabolism. It's a noble quest no matter how close they get. You can put some Forcefeedback in water burst, and I think you can in geyser, too for a chance of +recharge.

 

The Rad/water combo looks to be very strong. You should not lack for teams because of your build.

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Corruptors are awesome. Though I feel they lag in damage behind (of course) blasters, and possibly dominators (debatable), I think they have a very nifty set of tools that sets them apart. In my opinion, they are most comparable to Defenders and like them, can be built not only to be survivable, but strong as well. I won't get into the details since a lot of factors go into one's build... play style being the foremost. (For me, thematic plays a huge role as well). So just some loose guides or pointers:

1) It's not all about damage. If you see yourself teaming most of the time, then damage will always be there. Heals, buffs and debuffs go a long way in a team, even though they're not always as obvious. The corruptor is a force multiplier. Now if you plan to go solo, then you may want to build a bit of damage, but also pay attention to secondary effects. Hydro Blast has KB; KB annoys a lot of people in teams, but I don't care I like KB as it is very useful when I solo. It gives me breathing space when I get mobbed. 

2) Order of which power you pick first. Again this depends a lot on your play style. If you team a lot, then ally-beneficial powers take priority. Solo, they can wait. I usually end up not skipping some ally-only powers because I do eventually team a little bit with most of my toons. That said, secondaries like Infection and Lingering take a back seat. They are strong powers of debuff, but are also end-guzzlers. So I wait until my end can handle having them on until I take them. (Choking Cloud is the BOMB! -- it allows me to step into melee without fear). On most of my toons that play maybe 70-80% solo with just the occasional teaming, my order of priority is a) have enough attacks to defend myself--actually kill one or two at one go, b) enough def/res to survive... either through tertiary powers or set bonuses, c) address end issues and d) have something in my pocket for team allies.

3) I haven't tried Water Blast on a Corruptor yet, but I've played it on a Sentinel. On a Sent, which has the exact same powers as a Corr (just that Dehydrate and Whirlpool are switched between T4 and T6), water blast is very fun and strong both statistically and visually. One nugget of advice I picked up is don't sweat the Tidal Power so much. If it's there, use it. if not, it's no biggie. I don't think you need to have your attack chain centred on the Tidal Power mechanic.

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  • 2 months later
On 12/9/2020 at 8:30 PM, brasilgringo said:

My Water/Plant blaster build is in the blaster forums (probably find it if you search my username). 

I searched, I promise I did, but I don't see your build in the forum. Brasilgringo, would you mind reposting it, or alternatively PM'ing it to me? I am looking to start a water/plant myself and am too lazy to make a build if someone smarter than me has already done the dirty work. Thank you in advance!

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12 hours ago, Icono04 said:

I searched, I promise I did, but I don't see your build in the forum. Brasilgringo, would you mind reposting it, or alternatively PM'ing it to me? I am looking to start a water/plant myself and am too lazy to make a build if someone smarter than me has already done the dirty work. Thank you in advance!

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I think Aqua Bolt is generally the stronger power. They're about equivalent, but having a fast recharge power helps fill gaps in the rotation.

 

Skipping Tidal Forces isn't really an option since you use it before every Geyser.

 

Steam Spray has high enough dpa that it can be used as part of your single target attack chain (although the long recharge can be problematic).

 

Whirlpool feels mandatory on a Corruptor to me. It's the hardest-hitting non-ultimate Rain, and Corruptors love Rains.

 

That being said, Water is almost purely an AE set. Water Jet isn't all that bad an attack, but it requires fiddling around with the Tidal Power mechanic to reach the level of 'adequate'. None of the other attacks are more than just basic single target damage. On a Blaster, you can replace the ST attack chain with a melee attack chain from secondary and be left with awesome AE coupled with strong (melee) ST. On a Corruptor, you're stuck with anemic ST damage.

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