Archy

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  1. Agree with Carnifax...will say this though:

    Fire/Rad is a really really good combo.

    Fire/Kin is a really really awesome combo.
  2. You should really slot for more endurance reduction since /Rad is fairly endheavy + some recharges in various powers would go a long way (hasten and AM are far from perma)

    A few things:

    Blind, Your most important power, always 6 slot and preferably with 2 acc, 2 rech, 2 hold

    Radiation Infection, it doesn't really need the defense debuffs for PvE. It's nice to have in PvP but I'm guessing this is a PvE toon because of your power choices.

    Superior Invis, slot mainly for end reds since it's a big endhog. Def buffs are ok but only if you have the slots.

    Enervating Field, uses a lot of end so thats your primary concern. Slot at least 2 end reds and if you have the slots you can put in the recharge or maybe even a 3rd end red

    Fly, if you want to use this in combat I would stick at least 1 end red in it.

    Phantom Army, base accuracy is pretty high so consider going 3 rech, 3 dmg instead.

    Health, isn't a very good power on a squishy but can still help to lessen downtime between fights....You've got a selfheal so grab hurdle instead.

    Spectral Terror, the numbers are wrong, unless they changed it? If not then it's perma so slot with a mix of acc and fear dur.

    Lingering Radiation, one of the most important powers in the Rad set. Slows movement, recharge and regen. This power is the reason why we can solo Lusca. Slot with 2 acc, 3 rech and maybe 1 end red if you have the slot.

    Flash, you should really put some recharges in this. If you don't it will roughly be up about every 2 weeks. Might aswell skip the power then. Slot 2 acc, 2 rech, 2 hold dur.

    Phantasm, at first you will love since you will be a solo powerhouse. After epics he basically just gets annoying with his knockback attacks.
    He's perma so why would you slot for recharges??

    EM Pulse, the base hold dur is really long so recharges are needed more than hold durs. Go 2 acc, 3 rech, 1 hold dur

    Fallout, is basically a useless power. You will require a dead teammate to use this power and unless he isn't in the middle of a big mob it's of even less use. Skip it.

    Instead of fallout you should definately go for conserve power. As I said Rad is fairly end heavy and you will see yourself running out of endurance so it can save your life.

    My build with your powerchoices (taking CP instead of Fallout though).

    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Controller
    Primary: Illusion Control
    Secondary: Radiation Emission
    ---------------------------------------------
    01) --> Spectral Wounds==> Acc(1) Acc(3) Dmg(3) Dmg(5) Dmg(5)
    01) --> Radiant Aura==> Heal(1) Heal(7) Heal(7) Rechg(50)
    02) --> Blind==> Acc(2) Acc(9) Rechg(9) Rechg(11) Hold(11) Hold(13)
    04) --> Accelerate Metabolism==> Rechg(4) Rechg(13) Rechg(15) EndMod(15) EndMod(17) EndMod(17)
    06) --> Radiation Infection==> TH_DeBuf(6) TH_DeBuf(19) TH_DeBuf(19)
    08) --> Superior Invisibility==> EndRdx(8) EndRdx(21) EndRdx(21)
    10) --> Enervating Field==> EndRdx(10) EndRdx(23)
    12) --> Hover==> Fly(12)
    14) --> Fly==> Fly(14) Fly(23) Fly(25)
    16) --> Hasten==> Rechg(16) Rechg(25) Rechg(27)
    18) --> Phantom Army==> Rechg(18) Rechg(27) Rechg(29) Dmg(29) Dmg(31) Dmg(31)
    20) --> Swift==> Run(20)
    22) --> Hurdle==> Jump(22)
    24) --> Stamina==> EndMod(24) EndMod(31) EndMod(33)
    26) --> Spectral Terror==> Acc(26) Fear(33)
    28) --> Lingering Radiation==> Acc(28) Acc(33) Rechg(34) Rechg(34) Rechg(34) EndRdx(36)
    30) --> Flash==> Acc(30) Acc(36) Rechg(36) Rechg(37) Hold(37) Hold(37)
    32) --> Phantasm==> Acc(32) Dmg(39) Dmg(39) Dmg(39)
    35) --> Deceive==> Acc(35) Acc(40) ConfDur(40)
    38) --> EM Pulse==> Acc(38) Acc(40) Rechg(42) Rechg(42) Rechg(42) Hold(43)
    41) --> Power Blast==> Acc(41) Acc(43) Dmg(43) Dmg(45) Dmg(45) Rechg(45)
    44) --> Temp Invulnerability==> EndRdx(44) EndRdx(46) DmgRes(46) DmgRes(46) DmgRes(48)
    47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
    49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Containment==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  3. Combat Jumping is great but don't see much point if you're not gonna get the big 3 from the leaping pool: CJ, nice unsurpressed movement (slot with jump and not defense or end reds for gods sake...more than 1 if you can spare it!), SJ...nice vertical movement and Acrobatics...I hate being knocked back...this is the answer!!

    About Choking Cloud: People either love it or hate it...it really depends on playstyle....personally I love it (recommend trying it out on the testserver....will need proper slotting to be truly effective though (2-3 end reds, 1-3 holds)
  4. HURRAH!!! a massive Iconic Goonielistic Monkey ding !!
  5. [ QUOTE ]
    Do a Mayhem mission, you will get a free temp travel power of jetpack or jump pack. With judicious usage this should last you to lvl 28.

    [/ QUOTE ]

    That would be the first mayhem mission (lvl 5-10) where you can get the jetpack and the second one (lvl 10-15) where you can get the jump pack.

    If you've outleveled these get a friend to get them for you and you will still get those temp powers upon completion.
  6. Archy

    Force Bubble

    Yup, exactly the same as the defender version.

    It's good in PvE but very situational and used to be very very good in PvP but due to a recent change/bug with the repel ticks in it you can now penetrate it just with sprint and swift
  7. Archy

    Holy 50, Batman!

    pfft...give it all it can take Welshie!!
  8. Basically because it's one of the few AoE controls illusion controllers get.

    The fear duration actually lasts for quite some time....especially with 2 fear durations in it but the fear gets "broken" if the affected mobs are attacked.....they will then fire one shot typically and then cower in fear again.

    ...and yes...illusion lacks in the containment department compared to other sets.
  9. Wouldn't recommend recharges in quicksand unless for PvP...it's perma out of the box
  10. Don't know if it's still bugged but you can get some of the PvP (Disruptor for one) badges just by doing the missions.

    I've done this more than once:

    Do the missions in Siren's and get 1 or 2 badges (don't remember which missions sorry)
    Do the missions in Warburg and get 1 or 2 badges (Don't remember which missions sorry)

    The badges you can get from this are: Disruptor (PvP rep of 400), Agent Provocateur (Complete 50 PvP missions), Vigilante (do a mission that debuffs your opponent) and fairly sure you get Reinforcement aswell (Defeat 20 opponents)

    But I would like to join for the 100 rep badge (Forward Observer) since my badger isn't my PvPer
  11. Basically agree with most already said.

    You should probably go with Stone Cages instead of Stone Prison since you will be using Stalagmites a lot and its pretty damn annoying when all your fulcrum targets just dazes off in various directions.

    Stone Prison is very handy for AVs/PvP/lowlvl dmg though (even if the damage is quite neglible).
  12. I would prefer 3 dmg, 2 rech, 1 end red in Ice Storm.

    You don't need the slows in it since you will slow the baddies with Lingering Radiation to keep them from running away.
    It hardly misses without slotting for accuracy....especially when using Radiation Infection.
  13. [ QUOTE ]
    Some controller set have slows. Some have repel some have fear and so on . All can be worked around, but it's easiest to work around the control fire has.

    [/ QUOTE ]

    So basically you just disregard all the secondaries?
  14. For Crush I would probably go for 2 acc, 2 immob, 2 rech but it really depends on your end usage.

    Force B<olt....a range would be good.

    Super speed....would swap one runspeed for end redbut im guessing you picked the wrong enh?

    Health...no point in more than 1 slotting for a squishie

    Disp bubble....would normally say you shouldn't slot for def buffs but if you really haven't got anywhere else to put it.

    Wormhole....awesome in PvE....pretty pants in PvP....otherwise good slotting.

    Super Jump....AFAIK it will more or less reach the jump cap with 1 jump and hurdle so either use 1 end red in this or skip the xtra slots.

    Acrobatics....could use 1 more end red

    Grant Invis....guessing theres some teamussiue here? otherwise skip it.

    Temp invul....2 end reds are enough.

    No power blast??
  15. [ QUOTE ]

    Just thinking to myself if Flash would now be great with Hasten and Tactics, hmm.....

    [/ QUOTE ]

    Flash is skipped by many a ill troller but personally wouldn't do so since it's one of the few hard controls ill gets....for PvE anyways.
  16. [ QUOTE ]
    75.9% vs 97.2% no big boost?

    [/ QUOTE ]

    hmm, where are you getting those numbers??

    For instance base acc of transfusion is 86,3%. Add 2 acc SOs and you've got 136,2%. Yes you will have a better chance of hitting with 3 acc SOs in every power but the return is pretty bad compared to using other enhancements.

    Fulcrum will basically hit everything with 2 SOs....try it out and you will see.
  17. [ QUOTE ]
    fire / dark

    [/ QUOTE ]

    /Agree
  18. [ QUOTE ]
    .. So, und nun haben wir unsere englischen Freunde endgültig verwirrt. HAR!

    [/ QUOTE ]

    Nein

    [ QUOTE ]
    ---------------------------------------------
    Name: Saphex #2
    Level: 50
    Archetype: Corruptor
    Primary: Ice Blast
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Ice Bolt==> Acc(1) Acc(3) Acc(5) Dmg(34)
    01) --> Transfusion==> Acc(1) Acc(3) Acc(7) Heal(11) Heal(13) Heal(25)
    02) --> Ice Blast==> Acc(2) Acc(5) Acc(7) Dmg(9) Dmg(15) Dmg(25)
    04) --> Siphon Power==> Acc(4) Acc(9)
    06) --> Combat Jumping==> DefBuf(6)
    08) --> Swift==> Run(8)
    10) --> Siphon Speed==> Acc(10) Acc(11) Acc(15) Rechg(31) Rechg(31) Rechg(34)
    12) --> Freeze Ray==> Acc(12) Acc(13) Acc(17) Hold(17) Hold(27)
    14) --> Super Jump==> Jump(14)
    16) --> Health==> Heal(16)
    18) --> Bitter Ice Blast==> Acc(18) Acc(19) Acc(19) Dmg(23) Dmg(23) Dmg(27)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Speed Boost==> EndMod(22) EndMod(34) EndMod(37)
    24) --> Hasten==> Rechg(24) Rechg(29) Rechg(43)
    26) --> Aim==> Rechg(26) Rechg(29) Rechg(43)
    28) --> Ice Storm==> Slow(28) Dmg(31) Slow(33) Dmg(39) Dmg(43)
    30) --> Acrobatics==> EndRdx(30) EndRdx(48) EndRdx(50)
    32) --> Blizzard==> Acc(32) Dmg(33) Dmg(33) Dmg(46) Rechg(46)
    35) --> Transference==> Acc(35) Acc(36) Acc(36) EndMod(36) EndMod(37) EndMod(37)
    38) --> Fulcrum Shift==> Acc(38) Acc(39) Acc(39) Rechg(40) Rechg(40) Rechg(40)
    41) --> Power Sink==> Rechg(41) EndMod(42) Rechg(42) EndMod(42) EndMod(45) Rechg(45)
    44) --> Charged Armor==> EndRdx(44) DmgRes(45) DmgRes(46) DmgRes(48) EndRdx(48)
    47) --> Increase Density==> EndRdx(47)
    49) --> Hover==> Fly(49) Fly(50) Fly(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------

    No Fly: not needed, taking siphon speeds/super jump for fast movement
    Acro: didnt want to take it out of the build, for the ocasional holds in pve and knockback when not hovering (freak bosses etc)

    Only 2 patron powers, i found i dont need another hold, i can pretty much perma hold purple bosses with freeze ray already

    The build above is not complete in any way, ive just adjusted the powers, still need to fine-tune the slots. the build is considered to be respeced in at 50. currently i got 2ACC in each attack, and some end reducers. i think i can skip the end reducers once i got 2 end drains, so i can have 3 acc in all attacks. didnt have the slots for tohit in aim, ill see if i can get one or two in there though.

    End recovery is still above 2.0 with all toggles (acro, hover, CJ, charged armor), should be okay.
    maybe ill skip acro later in the final pvp build (anyone in PVP should beat mag 1 protection right?), not sure though.

    any comments?

    btw: im 27 now, got 1 recharge in SS, i can stack 3 already

    [/ QUOTE ]

    First....you're way too worried about accuracy...stick with 2 acc in the powers.

    Ice Bolt: Lose 1 acc

    Ice Blast: Lose 1 acc.

    Transfusion: Slot a recharge instead of one of the acc.

    Combat jumping: Don't slot it for def buff. It's too small to bother slotting for. Go with a jump instead...preferably 2.

    Siphon speed: Lose 1 acc

    Freeze Ray: Lose 1 acc, maybe put a recharge in here?

    Bitter Ice Blast: Lose 1 acc for a recharge.

    Aim: Since you now probably have a lot of extra slots you could maybe put some tohit buffs in here?

    Ice Storm: See if you can get at least 1 recharge in here.

    Acrobatics: 2 end reds is enough

    Transference: slot it 2 acc, 2 rech, 2 end mods. Will be up every fight and you will never run out of end again.

    Fulcrum Shift: Lose 1 acc

    Power Sink: Total overkill since you have Transferance. Skip it.

    Hover??? Take Inertial reduction for unsupressed movement goodness.

    Another thing....consider taking frost breath for PvE anyways...will be awesome dmg with fulcrum shift and you want all the AoEs you can lay your hands on after you pick it up.
  19. Grav is probably the "weakest" controller primary in PvE but it really shines in PvP

    Wormhole + Crushing field is very good in PvE-....pretty pants in PvP.

    The Sings damage isnt very good at best but I still slot it 1 acc, 3 dmg, 2 holds in PvE and I would slot it 2 acc, 2 holds, 2 immob in PvP

    Repel is a fun power but uses quite a bit of end...guess its kinda useful at lowerlvls or solo to keep a boss pinned to the floor...wouldn't recommend it for PvP unless theres absolutely nothing better to take.

    You can fairly easily go without stamina after lvl 36 but you should definately keep stamina if you wish to PvP.

    /kins primary role in team PvP is being a buffer. You have to ask yourself if that is wanna do? The team will love you for it but being a buffer isnt for everyone.
  20. You basically can't go wrong but you should always look for good synergy.

    Earth/Storm: Great synergy and a controlling powerhouse

    Grav/Storm: Good synergy and the best Pet for added control.

    Ice/Storm or /Rad: Again really good synergy

    Fire/Kin or /Rad: Awesome damage and good controls on top of this. Fire/Kin is the most fun I've had with a toon.

    Or basically anything /kin, /rad or /storm


    Won't go into mind and illusion since you already seem to have them.
  21. [ QUOTE ]
    yaaay because people have cm from the empath so the -preception doesnt matter neither does most of ur hard controlling.

    [/ QUOTE ]

    kill the empath....repeatedly
  22. [ QUOTE ]
    [ QUOTE ]
    as an Ill/Storm you get an abundance of choices in stealth.

    Group Invis isn't perma even with 3 recharges in it unless you use hasten where it will be perma with 2 recharges in it. Good thing about this is the ability to grant teammates with invis aswell, and doesn't cost any end apart from the cast cost.

    Sup invis is a good power but uses a lot of endurance and I personally wouldn't take that since /storm is a very end heavy set

    Steamy mist is "only" stealth where the 2 other powers are invis. That means you will be detected by mobs if you stand too close to them. If you use super speed on top of mist it basically will be the same as invis. On top of the stealth and (neglible) defense in this power it grants a very nice resistance to fire, cold and energy damage.

    Personally i would go the steamy mist/super speed route but it's amatter of preferance/playstyle.

    You should definately dip in the fitness pool to get stamina. It's basically a necessity with /storm.

    [/ QUOTE ]


    Group invis can be perma'd without hasten ..altho I have hasten on most off my illu's now I managed to perma invis without it..

    [/ QUOTE ]

    Group Invis can't be made perma with 3 recharges. It may be perma if you put a 4th recharge in it since the downtime is only about 2 seconds but it would just be a waste of a slot imo.
  23. [ QUOTE ]
    right, then.... if sunday is ok for people :P same time

    [/ QUOTE ]

    hmm, I'm pretty sure I'll be watching the world cup final then and I doubt I'm the only one

    Maybe monday?