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Hi there, all you wise people of the Corruptor sub-forum.
To keep a long story short, My friend has a Necromancy/Poisons Mastermind. He asked me if I'd be willing to make a new character to duo with him, both for company and to help him take down AVs and the like. I figured the best partner for him would be a Corruptor.
As /Poisons is really heavy on single-target debuffs - I've heard it's often thought of as the best secondary for AV killing - I figured I'd go for a similar idea on my Corruptor to maximise the amount of crippling done to any unfortunate Hero caught in our evil grasp.
So, after eyeing all the Corruptor secondaries... I came to the conclusion that to the untrained eye they all look vaguely similar in mechanics, though different in terms of thematics. As I've never played a Corruptor past level 6, I'd like to ask for advice.
Which Corruptor secondary (and primary?) would be the best for single-target debuffs or synergize the best with Necro/Poisons?
I'm assuming it's not going to be /Storm... -
All EA needs is a useful taunt aura for non-stalkers. I can't see anything else TOO bad about it. Buffs are always nicer than nerfs though, especially buffs to underused powersets.
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Yeah, I know, I was just commenting on the other post about Stalkers with DoTs.
My vote's still on Ice. -
I'd recommend getting Stamina AND Quick Recovery just because having that much passive recovery just sounds insanely sexy. Also because that way you can just slot more damage/other useful stuff into your attacks.
Health + Fast Healing (+ Rise to the Challenge lololol.) is nifty too, another reason to go Fitness. Improve on your strengths.
That's my advice anyway. -
While DB thematically doesn't fit Brutes too well because of a distinct lack of SMASH!, I imagine it would fit the Brute playstyle quite well. Aside from 1K Cuts, the attacks all seem pretty fast, and both Brutes and DB are technically based on continuous attacks - Brutes because of Fury and DB because combos have relatively short amounts of time for you to execute the next move in the chain. The combo finisher effects seem pretty cool and useful as well, at least on paper.
Arguably you could make an angry ghost viking dual wielding broadswords or something, flailing them around in a bladestorm of rage... the DB animations aren't really THAT graceful either, especially the first three attacks. Plus, the sound effects sound like someone is beating a metal box with a shovel. Painful.
Of course, concept is up to you. Just me and my random thoughts there. To sum up, DB seems just fine for a Brute game mechanics wise, even though most don't like it because it feels too graceful for a Brute thematically in their opinion. -
Every try to sneak up on someone with a torch in your hand?
On the topic of AS with a DoT component, Poison Melee seems to have been a fairly popular suggestion for a new Stalker Primary for a long time now... Different from Spines, of course. -
Frozen Armor: Good, gives both +def and +res.
Hoarfrost: Same as Dull Pain, good.
Chilling Embrace: Has to go. Replace with Hide?
Wet Ice: Good, duh. Mez resist.
Permafrost: Slow resist? Sort of good.
Icicles: Damage aura... Has to go. Possibly replace with something similar to Shadow Dweller from DA? By the way, Shadow Dweller is an example of an extra power made to fill in a blank in a port to Stalkers in the past. And since it's a fairly non-spectacular passive (in my eyes), it doesn't seem that hard to do... Or is it?
Energy Absorption: Seems okay. Stalkers don't get Power Sink from Mu Mastery or any other end drains to my knowledge.
Hibernate: Not sure. PvPers wouldn't stop whining about it for ages. But then Stalkers didn't get Quick Recovery in two of their sets which have it on other ATs, maybe they deserve something like Hibernoob? ...Maybe not. I dunno. Personally I don't like any of the tier 9 abilities in defensive sets. -
Fair enough. I still feel that quite possibly the two least fitting choices for Stalkers would be Stone and Fire. Mainly because being stealthed as a clumsy rock thing that probably walks with loud *smash crash* noises would be silly. Sure, you can crouch and pretend to be a boulder, but Stalkers run around as well.
And fire, well, burns brightly. The EM pom-pom lights are already silly for this reason.
...Seriously, I'm going to facepalm if I ever see a SM Stalker use Assassin's [u]Mallet[u]. -
My vote goes to Ice. After some modifications - which are guaranteed because of replacing powers with AS, Placate and Hide alone already - it should work fine, no?
Besides, "Assassin's Icicle" sounds nifty.
Also, whoever said ice can't be stealthy has never driven a car in a northern country during winter. -
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Claws with some animation changes so it was more primal looking could work think saber tooth or Pitt lots of rending and tearing looking attacks
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Seems viable, Slash looks different on Stalkers than Scrappers already, so it's apparent that they can do that.
(Another example would be Charged Brawl looking different (better) on Blasters than Brutes) -
Me again.
Decided to go for Martial Arts/Willpower. However, I'm a little confused on what's good and what isn't in MA. I picked Storm Kick as my first attack and figured on skipping Thunder Kick, but then I read somewhere on the forums that Thunder Kick's chance to disorient was good for PvP.
This leads me to the fact that I don't understand how mezzing in PvP actually works. Stun from EM and Cobra Strike from MA both have Magnitude 3 disorients as far as I am aware of. On top of the fact that I'm not even sure what "Magnitude 3" means, I noticed that in the Combat Attributes window it says my Brute has 10.2 (I think) magnitudes of resistance to it from one of his toggles, yet some EM Stalker managed to disorient me somehow in Warburg after he noticed he can't kill me normally even after 3 Assassin Strike attempts and ran away.
My logic states that to beat over 10 magnitudes of stun resistance with a mag 3 stun you'd need to stack it 4 times, which doesn't even seem possible from one person. But then I'm a n00b and still don't understand much about game mechanics...
Short version: Could anyone with a lot of free time suggest a PvP build for MA/WP and possibly even provide descriptions of powers - what's good for what and what's bad, and why? -
Technically Claws would be great for building fury with its fast attack rate, no?
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Am currently trying out 2 acc 2 dmg 2 recharge, actually, and it works great.
Also, was putting Endurance modification into Power Sink (along with recharges of course) a silly idea or not? With only two (currently level 36 so I have 4 slots in it) I seem to drain rougly 2/3 of enemy endurance when I use it, very useful when fighting tough crowds of mobs I'd say. -
As I don't want to make a second thread I'll use this one...
How should I slot Lightning Rod for maximum efficiency? Currently trying 3 Accuracy 3 Recharge Reduction, putting it on the same recharge time as Build Up and also making it comfortable to use whenever the recharge is done. However, I'm wondering if it would be better to slot it with, say, 3 Damage instead of the Recharge and simply use it as an extremely hard-hitting opener... Any thoughts? -
Hmm, will I have no endurance problems at all with Stamina + Power Sink even if I remove Conserve Power?
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So, at level 31 I finally completed the Tree of Thorns trial. Having been grossly annoyed by the lack of Stamina for 31 levels, I figured I'd drop two powers (I already have Swift) and grab Health and Stamina so I could enjoy Lightning Rod at level 32 even better.
However, I can't figure out what power to drop in addition to Taunt.
Furthermore, as this is my highest character and I haven't been playing long, I figure I should ask for some help with Slotting, too... So far I've been going by what I figured makes sense, but I could always be wrong. I recently read on these forums that 3-slotting Build Up with recharges is a silly idea, for example, as 2 are enough and the 3rd only shaves off 1 second of recharge.
So, this is what I have right now: http://smg.photobucket.com/albums/v2...ent=respec.jpg
My current thoughts are either Charged Brawl or Conserve Power. But I use both all the time, so that's not a comfortable idea, either. Even if I drop one of those two I'd probably want to take it back later... Hell, I use everything there. Any advice would be most appreciated... -
Heh, so I've doomed myself simply because I don't like glowing fists but like the "pain-ignoring" theme? Ouch...
Well, thanks for the comment. I'll see if I can force myself to reconsider. -
Could anyone provide me with a more-or-less objective view of what the current rated "best" Stalker primaries are in PvP from strongest to weakest? I realise it's pretty much up to the player and making one's own build work and so on, but the character concept I have in mind right now, well... I just can't decide on a primary on him.
I realise Energy Melee is currently rated the "best" because of omgwtf single target burst damage and stuns, but I'm not very interested in it both because it seems to be fotm and because of the glowy effects which sort of counter the non-magical feel of the character concept.
I also realise Dual Blades is rated as worst because of the scrapper playstyle favoring nature of the powerset and the PvP-useless combo system.
Spines are out of the question until the day I can color them black.
Dark Melee, once again, too magic-feely.
I'm just picky like that... I guess it's down to the following:
Ninja Blade - Pretty generic assassin type weapon, could fit.
Martial Arts - Wears metal boots, potentially fitting, though he's not a ninja or a monk or anything, so...
Claws - Has black spikes protruding out of his body in some areas. Widow Claws model looks quite good, from what I can see in the character creator.
A listing of strengths and weaknesses and descriptions of overall pvp performance or your own experiences would be very helpful.
As a final note, I'm 100% certain about picking Willpower as a secondary.
Thank you in advance.
P.S. Yes, I am aware I keep asking questions about different ATs each week, but due to certain events in my life recently I've ended up with a lot of time to play CoX and not much else to do with my time either, temporarily. -
Currently a level 20 Elec/Elec Brute.
From my own experience it doesn't steal ALL the experience the mob would provide, it merely steals some of it because the chain lightning effect acts weird... The damage dealt is white, not orange, meaning it doesn't come from you. If the charge kills an enemy, it gives you a funny message like "Longbow Sergeant has defeated Longbow Gunner". I notice about a 10-20% exp penalty when a mob is killed by the jumping charge. I'm not sure if it also affects experience if it merely does damage, but doesn't kill.
I guess it depends on the individual. Me, I'm not bothered. More experience or less experience, either way I'm going to level up eventually. Plus it looks cool, and I find it fun to try and see how many times it can hit before fading. Current record for me is like 8 or something, I think. I ended up killing the enemies before it could keep going.
Some people might value their experience ratio more, though, in which case this could get annoying.
Then again I've only been playing the game since Christmas. But, this is my observation if it's worth anything at all. :P
Also, I find it physically impossible to hit more than two targets with Jacob's Ladder. Cure you, narrow melee cones. -
I'm looking for people interested in doing the level 24 Respec Trial with me. I'm a Claws/SR Scrapper.
It would have to be either some time tonight or during the weekend.
Anyone wishing to help, please post in this thread and let me know what time you'd be available, then we can work out something that's good for everyone. I live in a GMT +2 timezone but tend to be nocturnal at weekends...
Thank you. -
Random thought here, would it be a bad idea to get Kick, Tough and Weave from the Fighting pool? That'd sure be a lot of toggles to keep on but I'm still missing 1.5 levels from Stamina so I can't tell how much better it'd make endirance management...
[Edit] I'm aware that you can only have 4 or less pool power trees so this would replace Medicine or Flight (Air Superiority sounds sort of cool, still thinking about it). -
I don't use Sprint in missions, I pounce around with Combat Jumping, it's faster.
I only ever use Sprint these days for outdoor travel for the +jump combined with Super Jumping. -
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Given that your a jumper and what you said in the first post this; more of a power listing and slotting advice than a build proposal; might help as a guideline SO build to start with for PvE. Take powers in the order you see fit. Med pool is often chosen before passives and is more needed on my claws SR than it is for Kat/SR. Air Sup can keep flooring bosses and make them keep having to get up. There are plenty of other worthwhile powers and options just remember getting to 50 is more or less about being a rookie hero avatar to on becoming a experienced hero avatar.
[/ QUOTE ]Just curious, why Endurance Reduction in Sprint and Super Jump? I currently have a Jump enhancement in Sprint. I don't see the use of Endurance Reduction in either as I don't use them in combat, I only use them for travelling. Combat Jumping gives me all the combat mobility I need as the horizontal movement is faster than sprint anyway.
Or am I missing something here? -
As mentioned in the first post in this thread I have Combat Jumping, Super Jump, and Hurdle.