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Posted

So when I first played CoH, I was introduced to Corruptors as the "villian version" of blasters when CoV came out. Post Going Rouge and now in Homecoming you can play Corruptors on either side. Same as Blasters. So the question I have for yall is "Why play Corruptors? What sets them apart from the other ranged damage ATs?" I'm interested in them. I just really don't know how to play one. 

Posted

it is great class for teams. you can help with dmg or support.i have a bow/nature with only 3 attacks and full focus on heals/buffs.

[NPC] Fallen Gunner: Hero schmero.

Posted
3 minutes ago, lyra said:

it is great class for teams. you can help with dmg or support.i have a bow/nature with only 3 attacks and full focus on heals/buffs.

Wouldn't a defender do the same thing? 

Posted

Corruptors are not really the "villain version of Blasters".   The whole notion of assigning counter-parts on villain-side from hero-side is a bit flawed because it's never been exactly a 1:1 thing.   Generally, the Redside ATs were designed to be more offense-oriented versions of Blueside ATs.   Corruptors are essentially just Defenders with the powersets flipped around so the offense is primary and the buff/debuff secondary.  

 

They honestly don't end up being that different than Defenders and ever since Defenders got a bit of a boost to their offense when solo, Corruptors haven't been exclusively the choice for those who like to play buff/debuff solo.

 

There's no Redside Blaster, on other words.  All the ATs are generally designed to be a bit more offense-oriented than their blueside counterparts, but that couldn't be done to Blasters so instead they spread the offense out to all the red ATs and added Masterminds instead of creating a new top ranged blaster type.   Some people will still try to tell you Masterminds are the redside Tankers but this is b.s. and always has been no matter what some Live dev is rumored to have once said.  

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Posted

Corruptors twist the forces of the universe to do their bidding. As a corruptor, you might strike your foes down with blasts of fire, entomb them in ice, infect them with radiation, or curse them with pure darkness. 
 

And they had me at twist the forces of the universe…

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Posted

defender: better buffs/debuffs and less dmg

corrs: more dmg and not the strong heals/buffs etc. but still full working.

 

i would pick defenders only for full focus on support even if they can do dmg with stronger debuffs.

 

[NPC] Fallen Gunner: Hero schmero.

Posted
1 minute ago, lyra said:

defender: better buffs/debuffs and less dmg

corrs: more dmg and not the strong heals/buffs etc. but still full working.

 

i would pick defenders only for full focus on support even if they can do dmg with stronger debuffs.

 

That's fair

 

Posted
6 minutes ago, Billbailey96 said:

Wouldn't a defender do the same thing? 

 

That's like asking if a brute/tank wouldn't do the same thing. Or a human HEAT/Sentinel. There's a lot of overlap and the things that do make them different is usually up to preference. 

 

Scourge is fantastic against big targets, and solo/small teams it's pretty nice against just bosses. If you want more damage or getting  you nuke earlier in level, go corruptor, but if you want to get fulcrum shift or overgrowth earlier, go defender. 

 

On paper, they probably are the 2 most similar classes we have, but in practice, you'll feel the damage difference and your team (and sometimes you yourself) will feel the buff difference. Unless you're going kinetics, then the buff numbers don't matter much since 2 FS is going to cap you and sb gives the same +rech either way. 

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Posted (edited)
1 hour ago, Billbailey96 said:

So the question I have for yall is "Why play Corruptors? What sets them apart from the other ranged damage ATs?"

 

Corruptors are one of the best all-round archetypes. 

 

Blasters blast. They rotate tee shirts that say "Glass Cannon" "Death is my Bestie" "Don't Mez Me Bro" "Pew Pew"

 

Corruptors are a great way to learn the game from a ranged perspective. A little Blaster, a little Defender, a little Controller all mixed together like your favorite cookie. Yum.

 

Blasters, you'll know where all the hospitals are in each zone. The more practice the better they get and they can absolutely be built to be tough via 'kill em first'.

 

Edited by Troo
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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

1.bow/nature

2.assaultrifle/traps

 my favorite corrs.tried a bunch of other combos but did not like the playstyle.

 

inherent powers also make a big difference.

 

defenders: 

Endurance Discount: Reduces power activation cost based on teammates' health loss; more injured teammates and larger teams increase the discount.

Passive Effect: Does not require activation; Defender’s own health and distant/off-map teammates do not affect it.

Damage Bonus (Issue 17): Up to 30% damage increase when solo or on small teams (level 20+); bonus decreases with more teammates, none with 3+ teammates.

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corrs:

Critical Damage: Increases attack damage up to double based on target’s health.
Activation Threshold: No effect until target’s health drops below 50%.
Scaling Chance: Chance of Scourge increases from 0% at 50% health to 100% at 10% or less health.

 

 

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[NPC] Fallen Gunner: Hero schmero.

Posted

Anyone who has seen me in action knows why: I can fight in melee range in a way blasters can't. Slot accuracy and to hit and targeted heals are as good as armor. 

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Posted (edited)
On 7/18/2025 at 10:56 AM, ZemX said:

Some people will still try to tell you Masterminds are the redside Tankers but this is b.s. and always has been no matter what some Live dev is rumored to have once said.  

I may have tanked Hami in the Abyss from time to time back in i9 using an MM.

Edited by SeraphimKensai
Sorry forgot the end point regarding MMs.

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