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elxicdegris

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Hello everyone,

 

English is not my mother language, apologize for any mistake in the post 😊

 

I played City of heroes in the official servers and I'm back to the game in this awesome server. After several tests of all the archetypes and powersets, I found corruptor Storm/Storm very fun to play.

 

I'm still leveling the character doing the story and arc missions, so it's a slow leveling, but I'm already building the character with the MidsReborn APP to practice and test the builds in the meanwhile.

 

My preference in the gameplay is to get the powers I like even if that's means lose some damage/CC... or whatever, but, I would like to know what is the minimum defense and/or resistance than a corruptor (or an Storm/Storm corruptor) needs to:

 

1- Solo play: I understand this playstyle needs more def/resistance to be able to kill AV or big groups. This means getting powers as Maneuvers, Weave are key, and I will get those powers in the solo play and slot them. Having said that, ¿What should be the softcap to DEF/RESISTANCE in solo play mode?

 

2- Team play: I think going with a full team (with tanks, defenders, controllers... etc) doesn't need the same def/resistance as going solo, and I could drop the Maneuvers, Weave... but still get Steamy mist for example... In this case ¿It is necessary to have the same soft cap in DEF/RESISTANCE as going solo?¿What numbers should I try to reach in DEF/RESISTANCE in this case?

 

Thanks in advance! 😄

 

 

 

Edited by elxicdegris
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So, there's a ton of variables that go into making a build. Realistically you have to find a balance between defense, resistance, global recharge, endurance recovery etc. It's difficult to achieve every single aspect without sacrificing from one area or another.

 

If you want the hard numbers on defense/resistance - the softcap for defense of any type is 45%. Typically Corruptor's are going to focus on smash/lethal defense if melee, and/or ranged defense. Corruptor resistance cap is 75%. The most value is to at least get smashing/lethal resistance up, since it is the most common damage type. This is easy with Tough and/or a resistance Epic shield that does smash/lethal/exotic resistance.

 

In a perfect world you'll have 45 ranged defense, 75 s/l resistance, perma Hasten recharge, and powers slotted for dmg/procs. With Storm/Storm it will be a struggle to fit all of that in. Really you only need enough resistance to not get one shot with an attack, to give yourself time to recover. Most people going lower defense aim for around 32-38 of their chosen defense type so that a purple shield inspiration will get you to 45 defense.

 

Regardless of solo/team's, as */Storm you want to focus on recharge to get out multiple Tornado's, Lightning Storm, and Freezing Rain. Typically defense is sacrificed for recharge here. This isn't so bad because you're leveraging Storm powers which do soft cc in Tornado knockdown and Hurricane -tohit.

 

As you point out, a team will cover a lack of defenses. For a general all-around build, something like 36 ranged defense, 50 s/l resistance, perma Hasten, and good endurance recovery should be achievable.

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My suggestion from playing a lot of storm is to practice using hurricane. Maximize your ground speed (bunny hopping) and learn to skirt the edges pushing everything tighter and tighter. 

 

If you get skilled with hurricane it will drastically change your build goals. 

 

Far more important than def/res will be mez protection. 

 

You can certainly build for high def and/or res, but that will make your primary and secondary choice mainly aesthetic. 

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26 minutes ago, Frosticus said:

You can certainly build for high def and/or res, but that will make your primary and secondary choice mainly aesthetic.

 

There's definitely something to be said for this.

 

I take a more face-mashing, cruise control, mob go boom approach to gameplay. It does cause a level of homogenization across character's, though.

 

Lower def/res provides a more impactful and systematic style. Every power and choice is more important in-play. It's a very viable and rewarding way to go about the game.

 

Storm/Storm has lots of good power's going for it with this playstyle. Gale, Hurricane, Tornado, Category Five, Storm Cell etc. Low defense/resistance is a viable option.

 

For the OP. It's down to how you would like to play your character and what you're going for. Essentially you can go anywhere from 0-45 defense/resistance and do well. As you level up the character, play with a sliding scale of defense and other stats to determine what you're most comfortable with.

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I see, I'll take all that information to build again my character.

 

 

Thanks to all of you for the time answering this topic, it was really helpfull to rethink my build and to be able to build it more as a personal build that as meta build.

 

Thanks!

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  • 5 weeks later

If you solo more often than not. Defense is important.

9 out of 10 times defense is better than resistance for lots of reasons.

the best reason as a corrupter is they have no resistance to Mez.

Defense will help you avoid getting stunned/held/slept etc. 

Storm is mostly ranged so ranged defense is probably your best bet.

 

When teaming defense and resistance aren't as important anymore because

you have teammates who usually have buffs/heals to make up for it.

 

Lastly as a storm/storm corrupter I can honestly say my biggest deficiency is endurance.

Have fun 

Its easy to criticize a suggestion but can you suggest an alternative?

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