1.4.9 Corruptor Guide

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Razakai
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Re: 1.4.9 Corruptor Guide

#31 Post by Razakai »

Yeah, I was the one that wrote the new Poison Storm. It going live with the current numbers was purely an error on my part when I made the final change, it was supposed to only have the current amount. Either way, Poison Storm will be changed enough that it's still good, but a long duration 60%+ fail/numb isn't what I intended with the talent.

e: one thing I might do is let Poison Storm crit and give it a chance to bypass poison immunities. Corrosive Worm is also getting something extra. I'd probably like to give Corruptor a more thorough pass to differentiate them from Reaver and improve some of their really bad talents but I'm tied up heavily with Rogue and Archer.

bpat
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Re: 1.4.9 Corruptor Guide

#32 Post by bpat »

Even if Poison Storm's numbers are high, the poor range is very prohibitive on a class that gets wrecked by melee enemies. Even if nerfing Poison Storm can be somewhat justifiable, in no way is nerfing Corrosive Worm okay, since Corruptor's lategame damage falls off hard. These aren't even problematic talents and Corruptor has just one stun that checks two immunities and saves so Poison Storm fills that gap. Also removing spellpower scaling is something that should pretty much never happen.

Imo if Corruptor gets any nerfs then it should at least get Vile Life unlocked at 1.0 to compensate since it in no way is too strong of a class, but even that is worse than just not nerfing it at all since nerfs are unnecessary.
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ster
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Re: 1.4.9 Corruptor Guide

#33 Post by ster »

every nerf in 1.5 has been completely arbitrary (except BiL one) and to classes that weren't even that OP
the cycle continues
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Davion Fuxa
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Re: 1.4.9 Corruptor Guide

#34 Post by Davion Fuxa »

I figured I'd give a status update on my Whitehoof Corrupter. Currently I've cleared everything I can, with the exception of the slumbering caves. Picked up Chant of Fortress x3 and Dream Walk from Yeti (figured reducing damage and mobility are going to be more important for the boss fight).

Notably, the Steam Giant Boss Fight was HARD. I'm not sure if the Gunslinger boss spawns with the capability of Mana Clash & a pistol for Mage Hunting, but he did for me. Led to fun times.

Talent wise, I'm not sure I have the points to pick up Burning Hex. Decided to invest a bit so I could get tinkers like Grounding Strap and the like, meaning not many points left over for much else. I'm also getting a bit uncertain I'm going to get the Life Support Suit as I have still unfortunately yet to get an Unstoppable Force Salve....

Not sure if I'll be winning with this run, but one thing to note is that gear wise I'm going to be going to have plenty of resistance for the final boss, and I have a Biting Gale Rune for wiping mental debuffs with in conjunction with the medical salves.
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ster
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Re: 1.4.9 Corruptor Guide

#35 Post by ster »

Davion Fuxa wrote:I figured I'd give a status update on my Whitehoof Corrupter. Currently I've cleared everything I can, with the exception of the slumbering caves. Picked up Chant of Fortress x3 and Dream Walk from Yeti (figured reducing damage and mobility are going to be more important for the boss fight).

Notably, the Steam Giant Boss Fight was HARD. I'm not sure if the Gunslinger boss spawns with the capability of Mana Clash & a pistol for Mage Hunting, but he did for me. Led to fun times.

Talent wise, I'm not sure I have the points to pick up Burning Hex. Decided to invest a bit so I could get tinkers like Grounding Strap and the like, meaning not many points left over for much else. I'm also getting a bit uncertain I'm going to get the Life Support Suit as I have still unfortunately yet to get an Unstoppable Force Salve....

Not sure if I'll be winning with this run, but one thing to note is that gear wise I'm going to be going to have plenty of resistance for the final boss, and I have a Biting Gale Rune for wiping mental debuffs with in conjunction with the medical salves.
lol who cares it's EoR normal
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Mankeli
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Re: 1.4.9 Corruptor Guide

#36 Post by Mankeli »

The problem with poison storm is that if the numbers aren't quite high then you won't ever use it because you can nuke things fast anyways or escape from chumps that are in poison storms range. That's simply how corruptor plays out. Also one of the effects is clearly less desirable almost always. On the other hand the numbers are really high for the the most useful effects at very high SP.

So maybe do something like this: Increase the radius by like at least two and give it a chance to ignore poison immu. Make a hard cap of like 50 % for the better effects but make it achievable with less than 100 SP which you aren't necessarily even gonna see on lower difficulties. Let's say 85 SP?

Razakai
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Re: 1.4.9 Corruptor Guide

#37 Post by Razakai »

With Poison Storm the current plan is to up the range and give it a scaling poison penetration. To compensate for the randomness I'm considering leaving the debuffs as a bit weaker, but making it like Rogue poisons in 1.5 - so it just applies a single debuff with all the debuff types added to it, rather than the chance of you randomly getting healing reduction 5 turns in a row. So the best case scenario is worse, but you're guaranteed to slap on a hefty numb/talent fail. Not sure yet though.

I should probably explain in detail why Corrosive Worm got changed. I wrote the new version, not because I thought Corruptor needed buffing but more because the old one was bad and boring, and I was changing Reaver at the time so why not? This was a lazy change as I just copied Doombringer's Fiery Torment, changed the elements and job done. It was a bit of a last minute change so I didn't even look at the numbers too closely (much like Poison Storm), and was shocked when I realised it was like 40% resist + 40% damage storing at high spellpower. So my immediate reaction was to just cut the second half of the talent. After all, the general discussion of Corruptor among most of the player base even before the 1.3 change was that they do super strong damage, omg 10k catalepsy etc etc. I can see now that I was mistaken, and Corruptor still needs a strong scaling mechanic that works with spellpower. My preference is still to compensate them in another area however, if only so we don't have 2 very similar overlapping talents and I can change Corrosive Worm to have some other secondary, utility effects.

However until that can be done, we're reverting the Corrosive Worm change.

bpat
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Re: 1.4.9 Corruptor Guide

#38 Post by bpat »

Razakai wrote:With Poison Storm the current plan is to up the range and give it a scaling poison penetration. To compensate for the randomness I'm considering leaving the debuffs as a bit weaker, but making it like Rogue poisons in 1.5 - so it just applies a single debuff with all the debuff types added to it, rather than the chance of you randomly getting healing reduction 5 turns in a row. So the best case scenario is worse, but you're guaranteed to slap on a hefty numb/talent fail. Not sure yet though.

I should probably explain in detail why Corrosive Worm got changed. I wrote the new version, not because I thought Corruptor needed buffing but more because the old one was bad and boring, and I was changing Reaver at the time so why not? This was a lazy change as I just copied Doombringer's Fiery Torment, changed the elements and job done. It was a bit of a last minute change so I didn't even look at the numbers too closely (much like Poison Storm), and was shocked when I realised it was like 40% resist + 40% damage storing at high spellpower. So my immediate reaction was to just cut the second half of the talent. After all, the general discussion of Corruptor among most of the player base even before the 1.3 change was that they do super strong damage, omg 10k catalepsy etc etc. I can see now that I was mistaken, and Corruptor still needs a strong scaling mechanic that works with spellpower. My preference is still to compensate them in another area however, if only so we don't have 2 very similar overlapping talents and I can change Corrosive Worm to have some other secondary, utility effects.

However until that can be done, we're reverting the Corrosive Worm change.
Great that you listened to feedback here, I really like that you're using Mankeli's suggestion since I think it's actually better than Poison Storm's current iteration by making it less of a niche skill and better for general use this way. Also less oppressive when enemies get it haha. I can totally see how Corrosive Worm looks totally OP but Corruptor has weird issues with dealing damage late so it's fills the roll of the old Catalepsy without being as ridiculous. If it doesn't check spell save then making it do so would be a good stopgap measure but I'm pretty sure it does check saves.
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dadito
Thalore
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Re: 1.4.9 Corruptor Guide

#39 Post by dadito »

Make blood boil a dot that goes up in damage and slowing every turn, like you're slowly raising the temperature of their body, give it a lot more average damage than currently and give it higher average slow too

Razakai
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Re: 1.4.9 Corruptor Guide

#40 Post by Razakai »

Yeah. Maybe in the far future Corruptor could be shifted around more so they get better scaling in general but after speaking to you and DG I'm alright with leaving worm as-is.

Aside from the storm change, some potential things we're doing is doubling the blood boil slow to 40% and giving Dark Ritual a secondary effect of reducing incoming crit damage you take. That ought to make Corruptor a bit tankier.

bpat
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Re: 1.4.9 Corruptor Guide

#41 Post by bpat »

Razakai wrote:Aside from the storm change, some potential things we're doing is doubling the blood boil slow to 40% and giving Dark Ritual a secondary effect of reducing incoming crit damage you take. That ought to make Corruptor a bit tankier.
Blood Boil change is good. Dark Ritual is already very good so maybe move the crit reduction somewhere else like Flame of Urh'Rok or Blood Vengeance. Or maybe replace Absorb Life with a defensive talent since Absorb Life is useless.
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Razakai
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Re: 1.4.9 Corruptor Guide

#42 Post by Razakai »

Dark Ritual was chosen as it doesn't have a lot of overlap with Reaver. Could put it in Torment, but not sure how good Demonologist is and whether giving them any further defensive buffs is needed? Blood/Blight are unfortunately the only Corruptor specific trees, they could really do with another one.

bpat
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Re: 1.4.9 Corruptor Guide

#43 Post by bpat »

Oh that's a good point about it being exclusive from Reaver. Well I don't think it's absolutely essential for now, maybe in 1.6 Corruptor could get a new tree with stuff like this. Like it wouldn't be that bad to buff Dark Ritual but it's already really good.
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Sheila
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Re: 1.4.9 Corruptor Guide

#44 Post by Sheila »

I'm not sure if this is the thread to discuss this anymore, but how about buffing vile life and giving it to corruptor, locked?
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Razakai
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Re: 1.4.9 Corruptor Guide

#45 Post by Razakai »

I'd be open to buffs. Any ideas for what would be best to change?

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