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Posted
6 hours ago, Psyonico said:

 

You can always use the magic or tech origin powers to light OSA, and since you can swap out origin powers at START, you can be whatever origin fits your theme and still have a power to light it.

 

Yes, not even a real consideration imo.  My illusion/TA controller has never had an issue (and I definitely don't depend on my phantasm being smart enough to light it when I want).  I just set up a macro that targets the slick and throws my starting origin power at it.  Works great.

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Posted

Fire/Kin is it. 

 

People already covered the important part so I'll throw out tidbits for consideration since Snarky hasn't played much Kin.

 

  • Transfusion. Yes, a heal but you can hit yourself with it in melee. And you're going to be in melee range anyhow so might as well. Also it has a -50% Regen debuff. That stacks. You can usually keep 3-4 stacks up if you're aggressive about it, letting you chop away at AV regen while you keep yourself healed and burn them down. I know it's not a lot but little things add up.
  • Siphon Power. Often overlooked but if you want to close that 65% bonus damage cap Uun mentioned, this helps. Or skip it. Lot's of people do.
  • Siphon Speed. This is the anti-Speed Boost. The selfish Speed Boost. Keeping this up at max stacks along with Hasten is insane. I literally use this in my Kinetic characters' attack chains it's that good. 
  • Increase Density and Inertial Reduction. Good for 1 slot mules like Gladiator's Armor or BotZ.
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Posted
On 10/15/2024 at 4:17 PM, twozerofoxtrot said:

Fire/Kin is it. 

 

People already covered the important part so I'll throw out tidbits for consideration since Snarky hasn't played much Kin.

 

  • Transfusion. Yes, a heal but you can hit yourself with it in melee. And you're going to be in melee range anyhow so might as well. Also it has a -50% Regen debuff. That stacks. You can usually keep 3-4 stacks up if you're aggressive about it, letting you chop away at AV regen while you keep yourself healed and burn them down. I know it's not a lot but little things add up.
  • Siphon Power. Often overlooked but if you want to close that 65% bonus damage cap Uun mentioned, this helps. Or skip it. Lot's of people do.
  • Siphon Speed. This is the anti-Speed Boost. The selfish Speed Boost. Keeping this up at max stacks along with Hasten is insane. I literally use this in my Kinetic characters' attack chains it's that good. 
  • Increase Density and Inertial Reduction. Good for 1 slot mules like Gladiator's Armor or BotZ.

 

This sounds fun. Any example builds for the fledgling builders out here?

 

Please and thank you.

Posted
On 10/15/2024 at 4:25 PM, Sancerre said:

storm has no self heal and the hurricane repel effect is extremely love it or hate it.  the hallmark of the set is to offer more damage as individual skills (not buffs or debuffs particularly... and yes i know freezing rain debuffs) via tornado and lightning storm.  scourge does not work on these buttons, unfortunately.  also, many of the corruptor primaries dont need supplemental damage buttons when fully built.

 

storm IS a good set but not in a selfish way that the OP wanted.  i feel like it is better for defenders anyways, mostly due to the (lack of) scourge interactions.

Interestingly enough, Gale is capable of Scourging.

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Posted
On 10/10/2024 at 9:23 AM, Snarky said:

I want top tier 1 2 3rd place in being able to DPS big hard targets, but i am mostly referring to standard room clears.  (like I experience with Fire Blaster)  So, just standard murder hobo playstyle without sacrificing really good giant HP amoeba fighting ability.

It’s Ice/Cold/Psi with liberal proc use. It’s the meta corr for a reason.

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Posted
On 10/10/2024 at 9:36 AM, Lunar Ronin said:

Fire/Trick Arrow.  Fire Blast combined with Oil Slick and all of Trick Arrow's debuffs = win.

So, I actually made one of these. The debuffs are quite good. I'm a bit disappointed with EMP Arrow. While I was pleasantly surprised to see an unenhanceable 11.25% addition to all damage types except toxic for 4 minutes...once it's cast, it's in that spot. Doesn't follow the target or me around. Fortunately, the recharge on it isn't that bad, and it can be recast. 

There's a lot to like about trick arrow; but if you're solo a lot, which is as I understand it how Snarky rolls fairly often - I don't think it's the best fit. On teams, it's fantastic. The recharge on the debuffs are fast enough to use most every fight, depending on how things play out. But, the end use from those arrows adds up; I've had to be clever in slotting sets that boost max endurance and recovery, and reduce end cost for them as well. (I probably wouldn't have to be so mindful if I hadn't pursued recharge so much, but the more often EMP and Oil Slick Arrow are up, the better. 

I just wish it had one Arrow to boost my character in some fashion. Regen, HP, Recharge, something. That 4 minute boost to resist is not that useful because I tend to play at range; so I always have to close in to get that buff. A minor thing, but it's still a thing. 

The debuffs though, they are fantastic. Acid Arrow does a LOT. And I almost skipped it. Glad I didn't. 

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Posted
3 minutes ago, Ukase said:

The debuffs though, they are fantastic. Acid Arrow does a LOT. And I almost skipped it. Glad I didn't. 

The other big debuff which many overlook is Ice Arrow. It's similar to Benumb (without the -regen) and it's unresistible. While the hold only has a 12s duration, the debuff has a 60s duration.

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Posted (edited)
On 10/17/2024 at 12:20 PM, Uun said:

The other big debuff which many overlook is Ice Arrow. It's similar to Benumb (without the -regen) and it's unresistible. While the hold only has a 12s duration, the debuff has a 60s duration.

This was a case where the description in mids doesn't really do the powers much justice. I skipped it in favor of Acid Arrow. If I were to respec, I'm not sure what I would give up for it. Hmm...maybe rain of fire. 


Actually, I'm an idiot. I didn't remember the name of the arrow I skipped. I actually have Ice Arrow. The debuffs this thing does in pretty nice. I almost think this should be a defender, rather than a corruptor. And I might make one, but I have a thing for Scourge. 

 

Edited by Ukase
Posted
18 hours ago, Soulsifter said:

 

This sounds fun. Any example builds for the fledgling builders out here?

 

Please and thank you.

 

Older less expensive build (no purples and superior winter IOs). ~3 seconds between Rain of Fires and perma with Incarnates. 50%+ ranged defense.

 

Corruptor Fire-Kin (Murder Bot).mxd

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Posted (edited)
3 hours ago, Ukase said:

So, I actually made one of these. The debuffs are quite good. I'm a bit disappointed with EMP Arrow. While I was pleasantly surprised to see an unenhanceable 11.25% addition to all damage types except toxic for 4 minutes...once it's cast, it's in that spot. Doesn't follow the target or me around. Fortunately, the recharge on it isn't that bad, and it can be recast. 

There's a lot to like about trick arrow; but if you're solo a lot, which is as I understand it how Snarky rolls fairly often - I don't think it's the best fit. On teams, it's fantastic. The recharge on the debuffs are fast enough to use most every fight, depending on how things play out. But, the end use from those arrows adds up; I've had to be clever in slotting sets that boost max endurance and recovery, and reduce end cost for them as well. (I probably wouldn't have to be so mindful if I hadn't pursued recharge so much, but the more often EMP and Oil Slick Arrow are up, the better. 

I just wish it had one Arrow to boost my character in some fashion. Regen, HP, Recharge, something. That 4 minute boost to resist is not that useful because I tend to play at range; so I always have to close in to get that buff. A minor thing, but it's still a thing. 

The debuffs though, they are fantastic. Acid Arrow does a LOT. And I almost skipped it. Glad I didn't. 

 

 

Yeah, the biggest 'boost' I think it provides to you is defense (through -tohit) from flash arrow.  Since half of it is unresistable it is even a decent chunk of 'defense' against an AV, unlike most tohit debuffs.  Also unlike most tohit debuffs it doesn't aggro so you can be pretty sure to start every fight with it.  It is as close to defense as you can get through a tohit debuff.

 

Poison gas arrow is also overlooked as well a bit.  I think more important than its sleep is that it has a huge damage debuff (also half of which is unresistable).  Unless I'm reading it wrong Mids is also only showing half of it.  From what I can see in game and from City of Data it is -40% for a corruptor and mids only shows it as -20%.

 

You are right about EMP Arrow.  It is hard to even use it as status protection either because even with some good recharge and hasten you are realistically only looking at being able to 'move' it once every 90 seconds or so once you plunk it down.  It is definitely not like the similar Faraday Cage from electrical affinity that you can pretty much recast and move at will. 

 

You do get oil slick arrow of course which is almost like having a second nuke (or on a controller a first nuke).  That and the multiple -resistance debuffs are the big draw for the set's damage. 

Edited by Riverdusk
Posted

My first thought is  FIRE/MARINE.

 

On my fire/marine troller i can maintain around +60% dam. and -60% res.

 

With that i would think with all buffs and debuffs rolling a BUILD UPX2 TIER 9 OR SNIPE would be awsome.

Posted
13 hours ago, Ukase said:

This was a case where the description in mids doesn't really do the powers much justice. I skipped it in favor of Acid Arrow. If I were to respec, I'm not sure what I would give up for it. Hmm...maybe rain of fire. 

 

This is true in many cases of powers with multiple or varied effects, but the info is there. In the data view window it breaks down the 10s debuff effects and the 60s debuff effects. The quick info can be pretty misleading in some cases and trick arrow has a lot of power details after the rework.

midswindows.png

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Currently on fire.

Posted

You know, I've looked at that Data View on other builds and never saw anything worth seeing that I didn't already know. For whatever reason, I never used it this time. Appreciate the reminder.

Posted
On 10/10/2024 at 10:36 AM, Lunar Ronin said:

Fire/Trick Arrow.  Fire Blast combined with Oil Slick and all of Trick Arrow's debuffs = win.

 

Seconding Fire/TA.  Massive debuffs, huge, fast-recharging AoEs, it's almost all ranged (aside from the nuke out of Fire) and therefore super cheap to kit out to nigh-invincibility.  If the mission is to kill a bunch of stuff with a corruptor, I'm bringing one of my Fire/TAs. 

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Posted (edited)

I don't see how it's anything other than a Fire/Kin unless you're talking about soloing. On a team it's a no-brainer. In addition to all the damage you deal with your own attack powers, all of the extra damage that everyone else deals because of you, (due to the effects of Siphon Power/Fulcrum Shift and Speed Boost) is essentially damage that YOU added to the team, damage that you dealt. I can't think of another force multiplier in the game that comes close.

 

Unless you're talking about purely solo play, which I'd guess most Corruptors don't do most of the time, a Fire/Kin Corruptor has to be the most damaging power combo in the game.

Edited by Story Archer
Posted
9 hours ago, Story Archer said:

I don't see how it's anything other than a Fire/Kin unless you're talking about soloing. On a team it's a no-brainer. In addition to all the damage you deal with your own attack powers, all of the extra damage that everyone else deals because of you, (due to the effects of Siphon Power/Fulcrum Shift and Speed Boost) is essentially damage that YOU added to the team, damage that you dealt. I can't think of another force multiplier in the game that comes close.

 

Unless you're talking about purely solo play, which I'd guess most Corruptors don't do most of the time, a Fire/Kin Corruptor has to be the most damaging power combo in the game.

 

We used to do instanced MSRs on Indom with a league of 12, and I'm talking runs that generate 1500 Vanguard Merits per person.  Nobody ever brought a kin, because they're just not that good against anything that fights back.  They're serviceable against +0 or anything that doesn't debuff your ToHit, but opast that, they're 0 trick ponies.

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Posted
39 minutes ago, roleki said:

 

We used to do instanced MSRs on Indom with a league of 12, and I'm talking runs that generate 1500 Vanguard Merits per person.  Nobody ever brought a kin, because they're just not that good against anything that fights back.  They're serviceable against +0 or anything that doesn't debuff your ToHit, but opast that, they're 0 trick ponies.

Thanks. I needed a good chuckle.

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Posted
12 hours ago, Story Archer said:

I don't see how it's anything other than a Fire/Kin unless you're talking about soloing.

Kinetics is good when you're fighting large groups with melee AT. With Blasters, their ultimates are already near/at the +damage cap due to Build Up/Aim/Gaussian's, so Fulcrum Shift is superfluous even if you manage to toss it at the right time.

 

Against an AV/GM, Fulcrum Shift tends to be weaker than debuff sets because you don't have enough targets. A set like Thermal or Nature will often help your team rip through that AV/GM than Kinetics will.

 

However, once you step outside the context of solo play and how your buffs/debuffs help your own character, you run afoul of figuring out what your team actually needs.

 

Posted

Fulcrum Shift has a 45 second duration, and slotted a roughly 17 second recharge time. The time to cast FS is basically anytime you have more than 3 mobs around you. BU+Aim is at best up every 30+ seconds. FS on a rolling steamroll team is up 100% of the time.

 

Part of the problem is with a random kinetic they might think like Hjarki here posits and think that they need to SAVE FS. It doesn't need to be saved, I often triple stack FS and on AVs/GMs you cast it while up close giving +60% dmg from a corruptor on every cast, triple stacked that is +180% perma. Plus your attack chain on an AV has transfusion in it for -regen which also is healing the melee and anyone playing in kin range as well as reducing the damage the AV/GM does (because FS has -dmg too).

 

This isn't to denigrate other sets, Any set with good -regen and -res is going to do well against AVs. But kinetics are not uniquely weak against AVs. In fact they are just not specialized vs them.

 

A good kin turns a pug into a threshing machine. And this is only increased by the current proc meta which has people underslotting their attacks. That kin is increasing the dmg, increasing the recharge, increasing your end recovery AND supplying infinite endurance via transference.

 

Most support sets will turn a team into a machine, there are exceptions (looking at you empathy) and some sets are slower (traps, TA) but very effective.

 

But there is a lot of kin misinformation in these threads from the contrarians in the forums. The teams that don't do well with kinetics are the ones where everyone spreads out and solos a different part of the map. But that is true for all defenders/corruptors. The solo and individuals who are always rushing one or more spawns ahead don't benefit from support sets.

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Posted
15 hours ago, Story Archer said:

I don't see how it's anything other than a Fire/Kin unless you're talking about soloing. On a team it's a no-brainer. In addition to all the damage you deal with your own attack powers, all of the extra damage that everyone else deals because of you, (due to the effects of Siphon Power/Fulcrum Shift and Speed Boost) is essentially damage that YOU added to the team, damage that you dealt. I can't think of another force multiplier in the game that comes close.

 

Unless you're talking about purely solo play, which I'd guess most Corruptors don't do most of the time, a Fire/Kin Corruptor has to be the most damaging power combo in the game.

 

I'd agree with you in general.  Another thing to keep in mind though is also the fact that multiple kinetics drop off fast in value.  Even after one,  you'd probably be better off then adding some strong -resistance instead (resistance debuff cap is -300%).  Basically it is a lot easier to reach damage cap than it is reaching -resistance cap. 

 

Then again it is pretty rare I come across a team with more than one.

Posted

Play a kinetic, you will end up on multiple kinetic teams. And then you will learn to get disappointed in PUG kinetics. The lack of speed boost hurts, but the fact that you get powers so much earlier then live means you rarely don't have transference to rely on. No one sits on the damage cap all the time regardless of blaster misinfo unless you are on a steamrolling team with good kinetics.

 

I was also under the impression that the resistance debuff cap is -500%

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Posted
On 10/10/2024 at 7:55 AM, Maelwys said:


So all-rounders. Gotcha.

Fire is up there obvs. 
Have you tried Assault Rifle since the i27p2 changes?
Ignite and Full Auto are actually pretty good DPA now.

I'm kinda partial to Elec too -  if you're leveraging Shock then it keeps your blue bar full and closes the ST damage gap a bit.

Or just be an Archer and throw out Nukes every <20s.

I am looking for new stuff to try. How do you find AR? Where does it rank in the damage tiers? Secondary?

 

I have a Fire/Dark CORR and he is pretty amazing. Durable with solid DPS.

Posted (edited)

Some math:

Average blaster will have roughly +100% dmg from slotting, +45% from musc alpha slot, and very generously +100% from other self sources. +245% total. Cap is +400% for blasters aka 500%.

 

So +155% to hit the cap.  Basically hitting the cap is 1.45x buff. Because each additional % to dmg has diminishing returns. To get 155% a corruptor needs to hit 6 entities. So not to hard to achieve. A defender will be at roughly +150% from slotting, ios, support hybrid, yada. So roughly the same to hit cap, +150. For a defender this is 1.6x buff.

(note I didn't do the math on all the ATs, I was lazy)

 

Aim is +60%  Build up is +100%. The sum is roughly equal to the additional damage a kinetic adds to a blaster, the difference is the kinetic adds it for 45s and it recharges in ~15s (with self buffs). Aim+BU is a 90s second base recharge.

 

Debuff sets don't self stack in most cases (Freezing Rain is an exception). They need to be placed before the charging scrapper, blaster, etc rushes into a new spawn and alphas. They are highly effective and are a straight multiple in most cases (including procs). So tar patch from a defender is 1.3x vs the 1.45x of a rolling kinetic. defender Freezing Rain is 1.4x, self stacks in longer fights and comes with some mitigation.

 

Another thing about kinetics is though it has a clicky reputation you only are using 2 powers during fights for the most part. Fulcrum Shift which both buffs your team and debuffs the mobs dmg, and Transfusion which also debuffs -regen it also has the most powerful radial heal in the game. Kins are animation locked not recharged gated and so my rotation is mostly 3 AOEs, transfusion, 3 AOEs, FS when up, transfusion, etc. In general on tough targets I cast transfusion every 4 powers. But on rolling steamrolls I am normally just casting FS when up, AOEs, and the odd single target to kill a cyclops or something.

 

There is also a trick with kinetics. Always cast FS. if you are tracking your +dmg it is tempting to save it when you personally are capped, but not everyone is in range of every FS, just cast it, it will be back very soon. Optimal group play is to CAST FS when it is up. Don't save it, don't theory craft based on the first spawn and wanted to nuke it. Kinetics is all about spawn 2 onward. The first spawn of a door mission is to let the eager use their nukes and feel good. The kinetics job is to make every other spawn just as efficient and dead as the first.

 

The funny thing here is that the safest way to play is rolling steamroll through missions and this is also where kinetics thrive. Don't split the group by having a leading group and a long sprawling tail doing cleanup work. Kill the whole darn spawn, it goes MUCH MUCH faster if the high dps peeps don't run off leaving the lowest dps to cleanup paragon protectors, cyclops, and master illusionists.

Edited by Teklord
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Posted

If you know you have a competent kin you forgo damage slotting and load up on procs.

 

Similarly you forgo an alpha that boosts damage in favor of vigor.

 

This is extra true if you ARE the kin because you know you will cap your own damage, so no need to slot for it. Vigor allows for maximum proc slotting.

 

Fire/kin is the correct answer. I prefer water/kin personally, and it isn't so far off that it will be an issue.

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