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Late-game Corruption...


Story Archer

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Afternoon, all.

 

After having had fun playing both Blasters and Defenders, I'm finally ready to make a run as a Corruptor. Taking a que from the late-game experiences of both those other AT's, I've come to the (possibly incorrect) conclusion that buffs/debuffs have a much more limited role in post-50 gameplay than they do up to that point. Most L50+ characters have already resolved their defenses and, in many cases their Endurance usage as well by then, which seems to limit just how much help you can give them and how much time you should spend doing so.

 

Leaning into the Blaster side of things a little bit, I think I've settled on Fire/Kin, working off the idea that Fulcrum Shift in combat and Speed Boost outside of it are all teammates are really looking for that they can't do on their own. Transfusion and Transference might occasionally be useful as well, but it seems in most late game situations I simply need to keep Speed Boost steadily applied between encounters, drop FS to open a combat and then blast away.

 

Is that an accurate observation?

 

 

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It honestly depends a lot if you're just doing normal TFs/SFs at level 50, if you're doing Incarnate trials, or if you're doing advanced modes.

 

Normal TFs/SFs at level 50, yeah, defense isn't as important as lower levels, but I'd argue resistance is important unless you're spamming Barrier Destiny.  Endurance isn't nearly as solved an issue as you think it is though - it is solved for some ATs and power sets but not others.  Endurance buffs and endurance usage reduction are always helpful.  Ageless Destiny solves endurance, but most people (over) rely on Barrier Destiny.  AoE mez protection is also helpful.  Damage buffs and -resistance and -regen debuffs are very helpful.

 

Incarnate trials, defense is more important so it is a valuable buff, as is resistance.  Again, endurance buffs and endurance usage reduction are always helpful.  AoE mez protection is also very helpful.  Damage buffs, to-hit buffs, and -resistance and -regen debuffs are very helpful.

 

If you're speed running advanced modes, characters are built very differently for that compared to normal and Incarnate content.  Defense buffs are very important, and endurance buffs and endurance usage reduction buffs are important.  Damage buffs, to-hit buffs, and -resistance and -regen debuffs are super important.

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On 10/4/2024 at 2:57 AM, Story Archer said:

Leaning into the Blaster side of things a little bit, I think I've settled on Fire/Kin, working off the idea that Fulcrum Shift in combat and Speed Boost outside of it are all teammates are really looking for that they can't do on their own. Transfusion and Transference might occasionally be useful as well, but it seems in most late game situations I simply need to keep Speed Boost steadily applied between encounters, drop FS to open a combat and then blast away.

 

mostly right. but you need to stay alive as a short range powerset with little built-in survivability. it will take practice and good use of transfuse if you're not used to blapping.

 

the really good kins will mez cancel with ID and know how to spot heal/buff end.

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I will say that a late game */Nature Affinity is also good since all the buffs are what most ATs don't have capped. +Absorb, +regen, +resists(all),  End reduction, +dmg, +tohit as well as group heals that are mostly incidental. The debuffs are also very nice -tohit, -dmg, -regen on a toggle, -dmg, -res on a single target debuff.

 

On the kinetic subject, I will also say that FS is not just an opener. You cast it every time it is up and it self stacks. It is a debuff as well as a buff and very good. FS lasts 45 seconds, that is more than it takes to clear a spawn in a steamroll team. Transfusion is an good self-stacking -regen debuff as well and so part of your single target rotation on a AV/GM. Transference allows a kinetic to ignore endurance issues with lots of toggles and not need ageless. Clarion is the best destiny incarnate for kinetics. Also learn to feel the radius of Transference and Transfusion in game, it matters.

 

 

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Buffs may be less important at 50 (but then just run harder content and they become important again), but Debuffs are always important.

 

Players have a damage cap, enemies do not have debuff cap (just debuff resistances).  -res means more damage to the target, -regen means less healing back the damage you do.  -tohit and -dam keep you alive, while -def helps you hit.  -recovery can keep enemies from using their strongest powers or lower the frequency of their attacks, same for -recharge

 

There's nothing wrong with blasting away, but the support powers are force multipliers and there's no reason to overlook them on any AT

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1 hour ago, Ringo said:

Debuffs are always important.


I mean... they're still less important than Buffs unless you're already at the limits (e.g. Hard Mode with a Pocket Kin + rotating T4 Destinys); due to Purple Patch and AV Resistances.
At level 50 if you throw a debuff on a +4 AV it'll be suffering only 0.48*0.13= 6.24% of that debuff's listed effect.

By all means use 'em if you've got 'em; and some specific debuffs like -Regen and -MaxHP are a big boon to lower-damage squads when it comes to chipping through big bags of HP... but I'd much rather have +Def than -ToHit (for example) even against trash mobs; and I doubt even Musk could pay me enough to play a /Poison MM.

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