Ace_of_Hearts

Apprentice
  • Posts

    173
  • Joined

  1. Quote:
    Originally Posted by Dr Harmony View Post

    - Make a bind to combine insps into break frees.
    How do you do this?
  2. Wow there are some great ideas here! Mind if I pinch a couple??
  3. Quote:
    Originally Posted by EmperorSteele View Post
    I think you have to check something off for the "data link" to actually work. I tried clicking it and got nothing.
    Fixed! I think
  4. Quote:
    Originally Posted by EmperorSteele View Post
    Fffffsssss... Y U NO MAKE DATA LINK WERK?!

    I keed.).
    Do I have to do something to make it work? I thought I could just paste it


    Quote:
    Originally Posted by EmperorSteele View Post
    The Chance for Damage proc in Confuse. I know you're going for the Def-Cap, and being as close as you are, drawing a bit of agro probably won't hurt... however, if you try to confuse an unaware enemy, and that proc goes off (regardless of whether or not the confuse actually hits), it might agro the ENTIRE SPAWN (much like any other attack)

    If anything, take out that slot, 6-slot your immbo and use trap of The Hunter. You've got enough global accuracy and recharge that you can forgo a Purple set.
    I have wrestled with the idea of 6 slotting Malaises Confusion for that very reason but (and this surprised me), now that I have reached level 50 I actually find myself hardly using confuse at all! If anything I am relying on Mass Hypnosis, Total Domination, Mass Confusion and Emp Arrow to lockdown mobs and, as a fallback, Terrify. Confuse at high end seems rather redundant to me unless I am using it to confuse a boss with a 2nd application after mass confusion (in which case mass confusion has solved the aggro problem). So, for now, I'll probably keep Malaises confusion where it is.

    Quote:
    Originally Posted by EmperorSteele View Post
    Nerve... I'm partial to it, but only for its secondary effects.
    Me too. I also have a Mind/Kin and theres nothing more annoying when siphon power or siphon speed misses! The extra accuracy here WILL probably only help out Acid Arrow (thats the only power I have that still misses on a semi regular basis) and entangling arrow (which I find reasonably accurate anyway). So if I go with Nerve it will purely be for the hold duration, confuse duration and defence buff BUT thats still 3 damn good buffs to have!

    Quote:
    Originally Posted by EmperorSteele View Post
    Spiritual... you mentioned it would let you reassign the slots in Hasten. That might be the best thing, as your arrows seem sadly underslotted. You definitely don't need more recharge, but alpha is all about letting us reassign slots and taking the pressure off, so that might be the best way to go.

    So I've voting Spiritual.
    I'm thinking along the same lines but I still may keep the two slots in hasten just because I am drooling about Oil Slick Arrow being up every 38 seconds

    Quote:
    Originally Posted by EmperorSteele View Post
    PS: I'd put PosiBlast in terrorize. Recovery Bonus > terror bonus, plus, it would offset some of the recovery bonus you'd lose if you take my advice about switching Gravvy anchor for Trap of the Hunter (And getting rid of that damage proc in confuse).
    Good suggestion! This I will definitely do!
  5. You're right Emperor, I forgot about the hold buff in Nerve.

    I havent space in my build for Ice Arrow. As a point of reference here is my FINAL intended build. It is expensive but as things stand I only need to buy the Gravitational Anchors, 4 Ragnaroks and 3 of the Unbreakable Constraints - I am currently bidding on the Coersive Persuasions and I've had a few lucky drops. I also got the PvP enhancement using Hero merits so thats 2 billion inf saved!

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Tinkerbella: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Mesmerize
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (25) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Entangling Arrow
    • (A) Gravitational Anchor - Chance for Hold
    • (37) Gravitational Anchor - Immobilize/Recharge
    • (37) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (40) Gravitational Anchor - Accuracy/Recharge
    • (40) Gravitational Anchor - Immobilize/Endurance
    Level 2: Levitate
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Dominate
    • (A) Thunderstrike - Accuracy/Damage
    • (5) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Confuse
    • (A) Malaise's Illusions - Accuracy/Recharge
    • (21) Malaise's Illusions - Endurance/Confused
    • (21) Malaise's Illusions - Accuracy/Endurance
    • (25) Malaise's Illusions - Confused/Range
    • (31) Malaise's Illusions - Accuracy/Confused/Recharge
    • (31) Malaise's Illusions - Chance of Damage(Psionic)
    Level 8: Mass Hypnosis
    • (A) Fortunata Hypnosis - Sleep
    • (9) Fortunata Hypnosis - Sleep/Recharge
    • (9) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (11) Fortunata Hypnosis - Accuracy/Recharge
    • (11) Fortunata Hypnosis - Sleep/Endurance
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 12: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance
    Level 14: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Flash Arrow
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    Level 18: Total Domination
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (29) Unbreakable Constraint - Endurance/Hold
    • (40) Unbreakable Constraint - Hold/Recharge
    • (43) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (43) Unbreakable Constraint - Accuracy/Recharge
    Level 20: Glue Arrow
    • (A) Pacing of the Turtle - Endurance/Recharge/Slow
    Level 22: Acid Arrow
    • (A) Achilles' Heel - Chance for Res Debuff
    Level 24: Boxing
    • (A) HamiO:Nucleolus Exposure
    Level 26: Terrify
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (27) Glimpse of the Abyss - Endurance/Fear
    • (27) Glimpse of the Abyss - Accuracy/Endurance
    • (29) Glimpse of the Abyss - Fear/Range
    • (34) Glimpse of the Abyss - Accuracy/Fear/Recharge
    Level 28: Disruption Arrow
    • (A) Recharge Reduction IO
    Level 30: Tough
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (31) Steadfast Protection - Resistance/+Def 3%
    Level 32: Mass Confusion
    • (A) Coercive Persuasion - Confused
    • (33) Coercive Persuasion - Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Confused/Recharge
    • (33) Coercive Persuasion - Accuracy/Recharge
    • (34) Coercive Persuasion - Confused/Endurance
    • (34) Coercive Persuasion - Contagious Confusion
    Level 35: Oil Slick Arrow
    • (A) Ragnarok - Damage
    • (36) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Accuracy/Recharge
    • (37) Ragnarok - Damage/Endurance
    Level 38: EMP Arrow
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (39) Basilisk's Gaze - Recharge/Hold
    • (39) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 41: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Range
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 44: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    Level 50: Nerve Radial Paragon
    Level 50: Ageless Core Epiphany
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1396;666;1332;HEX;|
    |78DA6D93594F135114C7EF6DA7D62E400B9445C0421541962E803E99184550129AA|
    |0202E516B85A14C68DA665A03F8E4B7F0C9DD07B7B8C4F5D5EF60D444D44FE012D7|
    |C77AE6FC6F175327EDFDDDF9DFFFB9E7DC65E26B07BC425CDC2BA46F3C9DCCE713E|
    |3D94CC1CCA6D3BAE9882753C68267CEC8ACE8E6393D9D4E3A8510C18AA1E40DC78D|
    |CC62E9A5A36A7CFFF9A5A5F09C692CAC24F6996676D53F9559D64D3D5308973AEE9|
    |92CC5CFE6747DD1C3DDC9B4915A2ED4A16F758D4CCACB6FD37A32472FFE899CB140|
    |43A69E8827F305DD5C6FA3AAFAE87F5B0AF5141DE23221266C57189BAE325AAE01D|
    |7196D371866254A13476D96B4FD307084D1370BCC31EE905DAA24F27F49EA91A411|
    |491A91E42E85D855941D511AA234447911E545543DA2EE5194434539BE4B4B6AFE0|
    |1FC64B4FD626CFD0DFC61DCA7D6A916E49CE7A2371F038E33DC2780938C10795DBC|
    |A2A2CD35C8797DFFC045068F3278029C62A89931EC6378C8508784A26E8327CDD34|
    |083921A5EB2F48024BF2ACB3FC552E721ECEC0463601238C82890BD49CDD0F498F3|
    |AC521B5052E095CD1A9794BA5549AD7B089A5D3C245BBB4AD4FE9E23B76C001F189|
    |D1F193D9F186BD476A8293AB0623BCDDA0549768DD8796F5BA5A53DA236A84E2478|
    |8A0BED3E0D9C01128C9EB34092B14E512155516884A56DA3C018B00B176E37E302D|
    |97B61B7F7BEB6597977BC03DE006F19B7A8B27E356DFF13AE7CE753E019F09C31F0|
    |827193EC83AAF641DCC121DCC121DCC161DCC108EE600C7750A3BD08ABD30FE3F42|
    |338F6082E410B19A2CA108514832F065FA756FEC0E8478FE8AA28C5819AD1688D12|
    |AB51466B94B11A65DA52A4525CBCB3335AF9E315924D2E5FF9C32C7E76D3A8AC1EF|
    |D5AADCCF36ABED498BE551429BBB193C06493D562F24B55FDBFF3FEF16A|
    |-------------------------------------------------------------------|
    *edited to fix datalink
  6. Can anyone suggest which Alpha slot works best on a Mind/TA. Looking at them it seems that they would ALL be pretty cool:

    1. Cardiac - the endurance cost reduction and extra range would benefit all powers plus theres a nice boost to fear and sleep for Terrify, Mass Hypnosis and Mesmerize. At the moment my Mind/TA does have some endurance issues (especially since my character is always either hovering or flying) but when she is fully slotted I suspect Endurance will not be as much an issue.

    2. Musculature - The extra damage would look nice in oil slick arrow - especially since I am planning on sticking five Ragnaroks in it (eventually). Plus Musculature has a nice endurance modification boost (see comments on Cardiac) and a 20% increase to -tohit which will make flash arrow a bit more useful (baring in mind that my ranged defence will run at about 43% so I will be using flash arrow a fair bit to effectively push me over the softcap). Oh and the defence debuff will be nice in Acid and Disruption Arrow.

    3. Nerve - I have nerve on my other mind controller and really like the increase to confusion duration and defence increase (which will put me close to softcap).

    4. Spiritual - According to Mids if I have Spiritual Core Paragon the recharge on oil slick arrow drops to a lovelly 38 seconds. If I have Spiritual Radial paragon the recharge is 39% and i also get a slow buff to glue arrow. This alone is reason enough to consider Spiritual Alpha - which is fortunate because it offers very little else. However the good thing about spiritual alpha is that (with enough purple IOs) I can free up two slots in Hasten and it will still be perma!

    I could, given enough time and shard runs, make a few of each and try them out but I cant be bothered with that.

    If it helps I play mainly solo but like to team for TF's and trials and stuff.

    Thanks for your help!
  7. Ace_of_Hearts

    Mind/FF

    Personally I would aim for soft-capped ranged defence and as much recharge as you can possibly get. Soft-capping smashing/lethal as well is great if you can fit it in but I wouldnt make it a priority.
  8. Ace_of_Hearts

    Mind/FF

    Your build looks OK to me - I would perhaps stick an extra Luck of the Gambler recharge in PFF and swap one of the Blessing of the Zephyr for the -knockback proc but with the defence you're carrying you probably wont need it anyway.

    I can understand why you've gone for Nerve as an Alpha as opposed to Spiritual but you may want to reconsider - I have Nerve Alpha on my mind/kin and the extra buff to confusion is excellent but you may find the extra recharge more beneficial. The only reason I have it on my kin is because siphon speed covers me in terms of recharge. You want your hard controls up as much as possible so try and go for perma-hasten which will give Total Domination and Mass Confusion a downtime of about 60 seconds making at least one of them up for each mob and if they're not then you still have mass hypnosis and terrify to fall back on.

    As for your original aims I would comment as follows:

    1 & 3 - fine and actually go hand in hand. The more your mezzing the more durable you are and mind, imo, has excellent mezzing capabilities (second possibly only to Earth).

    2 - should be OK with your shields etc.

    4 - I think thats a touch ambitious. I love mind control, I really do but even I have to admit if theres one area where its weak its soloing AV's. In fact as you're levelling up you may find some EB's pretty damn impossible to solo (Nocture, Malaise, Nightstar, Siege to name but a few).

    There are three big problems with mind control and AV soloing - first, no immobilise so there is no cheap way to set up containment and second is that Levitate is virtually useless because for levitate to damage your foe has to be susceptible to knockback and I have yet to meet an EB or AV that will oblige! The third is no pets causing extra damage and running interference for you.

    However, having said that, if you build right mind control is actually one of the safest ATs to play against really large groups of tough enemies - my mind/kin can easily solo on x8/+4 (hes a touch slow but virtually untouchable).
  9. Ace_of_Hearts

    Slotting Terrify

    Quick question. Whats the best way to slot terrify on Mind control? I always slotted for fear duration but someone suggested to me the other day to slot for damage instead - and I can kind of see their reasoning behind it.

    My normal slotting is to just stick five Glimpse of the Abyss in there for the recharge and accuracy bonus but I could get the same effect from five Positrons Blast.

    Thoughts please?
  10. Quote:
    Originally Posted by Saltyhero13 View Post
    The thing that stands out the most concerning your proposed play style is do you intend to position the mobs without mezzing them? If so i hope you plan on building for DEF. Without mezzing and defense you will get creamed if you attempt this. (you didn't specify in your description so I didn't want to make the assumption that you would mez prior to herding)
    I'm not that daft!

    I figure that either mass hypnosis or terrify would cause the initial mez to the mobs, then use herding tactics to get them locked into a corner with hurricane and then take them out with a combination of freezing rain, tornado and lightning storm.

    Just re-reading the paragraph is making me realise how SLOW soloing a mission would be using this tactic but as I mentioned above the playstyle is just an experiment on my part during solo missions. I wouldnt attempt it in a team.
  11. Quote:
    Originally Posted by Hindenburg View Post
    not having a aoe immob might suck.

    I guess you can Terrify then use Hurricane to position?
    I was thinking of mass hypnosis - since it will only be used to solo. Although the damage caused by gales would negate sleep.

    On the other hand its rare that I see orange numbers go off above gales. Is that a bug or is the damage so stupidly low its not worth reporting?
  12. Mind control is one of my favourite powersets and for a while now I've been thinking of pairing it with storm. I know there is not a lot of synergy between the two powersets because Freezing Rain does not get on well with Mass Hypnosis and Terrify but, tbh, thats one of the reasons why I'm attracted to it.

    My theory is that a mind storm MAY make a very good controller for positional control (in otherwords use the map to your advantage). That is to use telekinesis, hurricane and gales to round up mobs and pin them down in a corner or against a wall THEN use freezing rain, tornado and thunder storm to take them out (with a little help from the ST attacks in Mind control).

    I understand that grav/storms can use what I call positional control to great effect. Was just wondering if mind/storms could do the same.

    Anyway all that is just theory and I've never actually tried it. Has anyone here tried this method of play? If so is it VERY difficult to pull off? I suspect I will need a lot of practice but I would only use this tactic for solo play and play more conventionally in teams.
  13. Quote:
    Originally Posted by Hercules View Post
    Personally, I wouldn't even bother with the sleep.

    Solo, you can sleep 1 mob while working over another. On teams, there is always enough AE to render any sleeps useless.
    Too true but mezmerise is great when slotted for damage - stick six thunderstikes in there and you have a nice ranged def buff and a nice buff to your accuracy. Do that to dominate and levitate as well and they soon stack up not to mention gives a nice ST attack chain with a small investment in recharge
  14. Gravity would be your best bet imo

    Grav/kin troller or grav/mental domi would both work.

    Dark miasma fender may be worth considering - spewing out large black patches of bad luck for enemies to run into.

    Cool idea though. Might have to steal the concept myself
  15. Ace_of_Hearts

    mind/sonic

    Quote:
    So my new idea is for my boys to play ss/fa brutes. You know, just pure smash. And I want my wife and I to play toons that can really make them as survivable as possible, so they don't have to worry about dying. To make a long story short, I ended up with both of us playing controllers, because we never have, they have the buffs we want to toughen up the brutes, and I want to play Mind and see if I can keep all the heroes slept on the RSF like a perma-mind-dom.
    I've come close to perma-sleeping the heroes on RSF with my mind/kin but couldnt quite manage it - but my build wasnt completely finished. I suspect it is possible but obviously not as easy for a troller as it is for a dom.

    If you are still wanting to do this then perhaps you should free up an extra slot for hasten. This would put the recharge time down to 125s leaving you only 5 seconds of downtime. To perma-sleep the heroes you need mass hypnosis up as much as possible so getting hasten as close as possible to perma would be a good idea.
  16. Quote:
    Originally Posted by Robert_B View Post
    I guess what I meant to ask is do TA's normally take this power or is it skip-able? it doesn't seem to do much ATM but that might change as I get to higher levels.

    Is this power considered a "must have" in my arsenal?
    I took it on my mind/ta troller and then respec'd out of it but that was more because my primary is doing a top-notch job of controlling mobs so reducing any incoming damage is not much of a factor. A solo 'fender may find it more useful or a small squishy team with limited controls or no tank but IMO its definitely skippable
  17. Ace_of_Hearts

    Queen Mab

    Quote:
    Originally Posted by Infernus_Hades View Post
    I was playing Mab Queen of Winter on Virtue (the name is now available) and in fact actually got a chance to play with Jim Butcher on his Harry Dresden late one night.

    I was on an Ice/Storm controller and she was so effective Jim said at one point - Wow! That is freaking cool.

    Ice/Storm is my recommendation.
    I grovel at your feet!

    Dont suppose you remember what powersets Harry was? Fire/Nrg blaster would work well for him but I suppose so would FF/Nrg 'fender

    I personally play on Union but it is SO tempting to come over to Virtue just for the chance to play with Harry!
  18. Although I havent played a plant before I do have experience with mind/ and completely share your opinion of mass hypnosis. I suspect spore burst would be similar except for the fact that mass hypnosis does not attract aggro, whereas (as far as I am aware) spore burst does. I think that would be the only differentiate between the two powers.
  19. Ace_of_Hearts

    Queen Mab

    Its true that either controllers or corrupters would fit the concept just as well as a defender but I've been playing controllers quite a bit recently and fancied a change of pace. As for corrupters, I've just never been able to level one up that much - despite that they are very similar to defenders.

    I've gone with storm/ice at the moment and plan on taking dark when I get to 41. At the moment Mab is at level 8 (rather a low level for the Faerie Queen of Winter but she will improve). I actually have found her REALLY survivable - not least due to the fact that cold and storm do alot of -recharge and slows. I daresay that will change when I face the minions of igneous and some of the nastier members of the CoT.

    On an side note - I havent heard the Molly is Mab theory but then again I'm only up to White Knight so Molly has only just joined Harry as his apprentice.

    Thanks to everyone who helped me make up my mind! I will probably be back when I decide to create Titania (if only to balance things out)
  20. I've had a couple more thoughts.

    As EmperorSteele said you could swap a damage IO for a devastation: chance to hold proc and if I were you I would also swap the other damage IO for lockdown: chance for +2 mag hold. Also see if you can free up a spare slot for ice arrow for another lockdown proc. Theres also the gravitational anchor chance for hold proc which could go in fire cages.

    Have you considered primal forces as an APP over Earth Mastery? You've got Power Blast and energy torrent - both of which will accept the force feedback proc, conserve power for endurance discount and most importantly for you power boost which will significantly increase the duration of your holds which will allow for more stacking.

    Even with all that I am still not certain if that would be enough for Recluse and it is possible we are entering the rhelms of build-gimping! You may be able to perma-hold an AV but you may not be able to do much else!

    One more thing just check to see if the +recharge proc in force feedback stacks. I'm not certain that it does.

    Best of luck with it. If you get it done please let us know!
  21. You may want to consider building hasten into your build somehow. It would be a far more reliable form of increasing your recharge than relying on the force feedback proc which may or may not fire when you need it to. If you dropped grant invisibility and invisibility in favour of hasten and hover (or even Maneuvers) you could still have a home for that third LOTG and increase your recharge at the same time. That way if the force feedback proc does fire its a bonus.

    Are you trying to perma-hold Recluse solo or in a team at the end of the STF?
  22. Quote:
    Disruption Arrow fires a pet, then later it fires another pet. The powers from each pet add together because they aren't coming from the same source. Yes it was about endurance conservation because back in the day of legacy stamina I went staminaless, was one defender where going staminaless could be done, then they lowered the cast times effectively increasing my eps but between not wasting effects and good end management was still good, just not as good.
    This I did not realise. Good to know
  23. You mention its taking ages to kill lieutenants. I would suggest getting blazing arrow ASAP. It will really help.

    I personally prefer skipping fistful of arrows in favour of blazing arrow. Once you get enough recharge you get a pretty good chain going in snap ---> aimed ----> snap ----> blazing. Rinse repeat. And IMO the damage and range of fistful is pretty poor compared with your other attacks.
  24. Ace_of_Hearts

    Queen Mab

    I don't know if anyone has read the Dresden Files but I wanted to make a tribute to one of my favourite characters - Queen Mab - Faerie Queen of Winter, Air and Darkness. I want her to be a defender because they have all the necessary equipment to make a fairly close approximation to how I imagine Mab to be and because I like defenders.

    So I need powers that represent cold (cold domination or ice blast), air (storm summoning, electrical blast and electricity mastery) and darkness (dark maisma, dark blast, soul mastery and dark mastery) but I dont really know the best combination to put them in. I only have experience in playing a stormie and they are great fun.

    So far I am leaning toward a storm, ice, dark mastery set up because it looks like freezing rain would gel nicely with ice storm and blizzard and thunderclap would gel nicely with oppresive gloom however that set up isnt too friendly for tornado and thunder storm both of which are pretty chaotic and need something like tenerberous tentacles to get the best effect.

    So another option would be storm, dark, electric which means I have an immobilise for tornado and thunder storm to do maximum damage and a nice stun combo in thunderclap and dark pit but the electric mastery doesnt look too brilliant.

    On the otherhand cold domination looks mighty tempting too and looks as thought it would go nicely with either dark blast or electric blast for different reasons.

    So my question to the defender forums is this.... whats the best way to set up Mab?
  25. Ace_of_Hearts

    Mind/TA Question

    I have one and she is currently level 41.

    Early on you do feel as though you are capable of doing nothing but ST damage and ST mezzes which is great (not to mention safe) solo but in teams you really do feel like a spare wheel. I remember doing a synapse TF with possibly the best PUG I have ever had and felt like the team was constantly dragging me along as the only really reliable group control power I had was mass hypnosis which really doesnt do well in a team!

    All I can say to you is that IT DOES GET BETTER and your playstyle will dramatically change as you progress higher in level. Once you get to level 38 you will have no less than three hard lockdowns in mass confusion, mass domination and emp arrow (four if you count telekinesis - which I can never get the hang of so I never bother with it) and two soft control lockdowns in terrify and mass hypnosis not to mention a really cool AOE damage power in oil slick arrow which is capable of doing even more damage combined with glue arrow, disruption arrow and acid arrow. If you take the time to invest in a bit of global recharge you will have at least one hard control up for every mob and a backup soft control as well.

    Mind control sometimes gets a bad rap on controllers (although it is flavour du jour on dominators). People look at it and think "Two sleeps and no pets? It must be crap!" but to me its one of my favourite ATs not to mention one of the safest you can play. If only we could have an AT that could combine it with Archery (my other favourite set) then I would be in 7th heaven (mass confusion + rain of arrows = drool).

    EDIT: before anyone points out that mind control and archery will never happen I am aware of this.... but I can dream cant I?