Archy

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  1. Archy

    */Empath

    Spectral Terror for certain!

    Deceive is a nice power but you will probably never use it in bigger teams and Spectral Terror will be used all the time

    (consider deceive for the lowlvls though)
  2. [ QUOTE ]
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    I'd never pick ice unless as a concept build... Its holds are horrible, and pet sux incredibly

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    Shame on you Dark!!

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    Hehe, I agree about ice pitch. It's a very useful power... as earthquake is on earth, bonfire on fire.... Slow secondary is nice but I think it doesnt cope with such a crappy hold. Main single hold, with 3 acc SOs, wont hold a boss -5 at first try, unless the boss is previously debuffed with another ice power (severl ice trollers tried to, and none could even with yellow inps), and that's something that i had never come across before with any other troller

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    The single hold is just the same in every troller set but with different secondary effects. You shouldn't be able to hold a boss in one try...'cept if it crits which doesn't happen very often. Why should accuracy have anything to do with this?

    PS: I'm not totally sure about this but it's seems to me that ice slick has a better chance of knockdown than earthquake. Maybe it's the same, but ice slick simply feels better
  3. [ QUOTE ]
    Ok Ok Ok Finally lvl 50

    Now for the next Idea what to make... at the mo doing a Mastermind *watch out sirens*

    But i want ideas for my Next toon for 50

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    Grats Spawnus....and ill be there waiting with iceslick and freezing rain for your henchmen
  4. I'll be there of course for PA dropping duty.

    + calling out to every illusion (/kin or /rad would be fantastic!) to join us....we need the aggro control.
  5. HURRAH!! this calls for a celebration!! Who would have thought the exempmeister ever would get to 50??
  6. [ QUOTE ]
    I'd never pick ice unless as a concept build... Its holds are horrible, and pet sux incredibly

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    Shame on you Dark!!

    Ice is a very nice set...standard (good) single target hold..nice AoE hold (which seems to have a faster recharge than other AoE holds (but thats maybe just me being silly?) and iceslick is just too damn nice. oh...no to mention that is has the nice secondary slow effect.
    The pet isnt that good but overall fine. Has a hold, really nice melee dmg but pretty slow....much better than pooman from the earthset at least.

    I haven't played mind to its full extent yet but from my experiences earth, fire and ice are by far the best control sets.

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    Kin is better for end than empath, they get contant boost while empath only has stamina when RA is off, which is a big amount of time.

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    /e agree
  7. StatBoy is right on the money here.

    /kin is the best secondary for dmgoutput + endurance (after lvl 35 when you get transferance)

    /rad is probably the best allround secondary

    /storm is the best secondary if you want to be in total control (but you can wave goodbye to your endurance)

    Best combos imo would be

    Earth/Rad or /Storm for control

    Fire/Kin for damage (and pretty good control)

    All controller primaries can be recommended and are all great fun but it takes patience and don't expect that you're all you can be by lvl 12...as all other ATs you first really begin to shine after you get SOs at lvl 22

    If you're the impatient type I would probably recommend either illusion or mind as theyre the ones with the most lowlvl dmg.
  8. [ QUOTE ]
    Get siphon speed, really. Not for the +spd, but for the +rech, with hasten and three recharge SO's in siphon you can triple stack siphon, giving you the highest recharge times archievable by a single character.

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    Below is my new build (with some of your ideas).

    01) --> Lift==> Acc(1)
    01) --> Transfusion==> Acc(1) Heal(3) Heal(31)
    02) --> Gravity Distortion==> Acc(2) Acc(3) Hold(5) Hold(9) Rechg(9) Hold(13)
    04) --> Siphon Power==> Acc(4) Acc(5) Rechg(15) Rechg(15)
    06) --> Propel==> Acc(6) Acc(7) Dmg(7) Dmg(43) Rechg(46)
    08) --> Swift==> Run(8)
    10) --> Combat Jumping==> DefBuf(10) DefBuf(11) DefBuf(11)
    12) --> Siphon Speed ==> Acc(12) Acc(13)
    14) --> Super Jump==> Jump(14)
    16) --> Increase Density==> DmgRes(16) DmgRes(17) DmgRes(17) Rechg(34)
    18) --> Gravity Distortion Field==> Acc(18) Acc(19) Hold(19) Hold(34) Hold(34) Rechg(37)
    20) --> Speed Boost==> EndMod(20) EndMod(21) EndMod(21) Rechg(40)
    22) --> Health==> Heal(22) Heal(23) Heal(23)
    24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
    26) --> Wormhole==> Acc(26) Acc(27) DisDur(27)
    28) --> Crushing Field==> Acc(28) Acc(29) Immob(29) Immob(31) Immob(43)
    30) --> Repel==> EndRdx(30) KB_Dist(31) KB_Dist(48)
    32) --> Singularity==> Acc(32) Acc(33) Hold(33) Hold(33) Hold(42) Range(43)
    35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(36) EndMod(37) Rechg(37)
    38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40) Acc(40)
    41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
    44) --> Temp Invulnerability==> Rechg(44) DmgRes(45) DmgRes(45) DmgRes(45) Rechg(46) Rechg(46)
    47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
    49) --> Power Blast==> Acc(49) Acc(50) Dmg(50) Dmg(50)

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  9. see you dropped acrobatics from your first build....get it back in there...it's great
  10. Build looks pretty good...though you may want to reconsider your slotting.

    1: be sure to have 2 acc in every power if you want it to hit on a regular basis.

    2: See if you can six slot transfusion? it is the (nonbuffed!) best aoe heal in the game. I usually slot it 2 acc, 1 rech, 3 heals.

    3: Siphon power just needs the 2 acc since it has a quick base recharge. Put in a rech if you can spare it.

    4: Propel..may want to add that 3rd dmg SO?

    5: CJ, the defense is neglible at best...1 slot it with jump

    6: Siphon speed...try and get as many slots as u can in this one. 2 acc, 3 rech and maybe 1 end red?

    7: ID...doesnt need a recharge.

    8: SB...doesnt need a recharge.

    9: Health...regen is pretty poor on a troller...just 1 slot it.

    10: Wormhole...nice power and one of the few hard controls in the grav set. Try to put some recharges in this one...and maybe a range if you can find room?

    11: Chrushing field...2 acc is all it needs, maybe throw in a end red and immob dur if you have the slots

    12: Repel..meh..what can I say? it isn't very good and costs a lot of endurance...if you want it for protection just go stand in the sing (it can be a highly entertaining power though )

    13: Sing...very high accuracy so basically just need 1 acc, consider slotting for dmg and maybe just the 1 hold dur?

    14: Transferance...i tend to slot this with 3 acc since it want this one to hit EVERY time and 2 recharge and 1 or 2 end mods

    15: Fulcrum...just needs the 2 acc's

    16n Primal Epic: Temp invul...I'm guessing the recharges you've put in that one was supposed to be end reds? just needs 2
    You won't need conserve power because of transferance. Try and slot Power Blast more? maybe even consider sets as fire or psi for that uber dmg with fulcrum?

    Hope this helps.
  11. [ QUOTE ]
    Just thought I would say I rerolled phants back into my build and as soon and I respec again he is getting the kick again.

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    ROFL! Yeah....you tell him who's boss

    Personally I still have him but its just for when i exemp for TFs and such...hardly use him otherwise.
  12. [ QUOTE ]
    Hmm
    just had a silly though..earth/kin
    How would the animate stone golem be with all the buffs? SB +Fshift!

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    As Xironia said it would be good if you can get him into melee range which he isn't too fond of doing + the fact that he will only attack once every 10 minutes (not exactly true but he's slow as hell...even with speed boost ).

    Stoney is probably the "worst" controller pet there is...only really found him useful for the psi AVs which he can tank with no problems.
  13. sorry to have more or less hijacked your thread Axeon so better come with some constructive critisism

    Radiant Aura: keep it at a minimum slotting to begin with. Slot it when/if you have the spare slots.

    Char: Your bread and butter power. Optimal slotting would be 2 acc, 2 rech, 2 hold (consider slotting for dmg to begin with at lowlvls and consider taking ring of fire for dmg too in the lowlvls and respec it out later if u want)

    Radiation infection: Slot 3 tohit debuffs, throw in def debuffs, end reds or rech if you can spare the slots.

    Recall friend: 1 recharge. That is all it needs.

    Fire Cages: 2 acc, maybe 1 immob dur and 1 end red.

    Mutation: 1 rech is all it needs. Consider taking another power if you want to. Its a rez what more can I say?

    Enervating Field: Great power. Somewhat of an endhog so getting it after stamina is probably a good idea.

    Flashfire: as you probably have noticed this thread got into a small argument on that one...basically because it's a great power. Use it with firecages and you got another AoE hold. Recharges much faster than Cinders so this combo is what your gonna use most of the time. 2 acc, 2 rech, 2 disorient is the way to go.

    Lingering radiation: Great for AVs to floor their regen. 2 acc in this one. Throw in recharges and end reds as you can. Slows aren't that important as it only slows movement and not recharge and regen (not 100% sure on that one so feel free to correct me if I'm wrong )

    Cinders: Your AoE hold. 2 acc, 2 rech, 2 hold is the common slotting. Could go with 1 rech and 3 holds if you wanted to.

    Bonfire: Has it's uses to keep mobs in corners and small hallways but can be tricky to handle 'cos it does knockback and not knockdown as you would get from earthquake or iceslick...may wanna take hotfeet instead?

    Fire Imps: 1 or 2 acc, 3 dmg. throw in recharges if they die too often.

    Fallout: is a fun power but it's pbAoE is relatively small so I'd seriously consider skipping it...does nice dmg though.

    Emp Pulse: Really nice hold. Big radius. Slot with 2 acc, 2-3 recharges and 1-2 hold durations. It has a really long base hold duration. Downside to this power is that you wont be able to recover end for a bit after you fire it so be careful with spamming your powers after you use it

    You have taken fly which I think isn't a very good travelpower for a firetroller. Cinders is a pbAoE hold so it would be better with superspeed or leaping (may even have both?) Hasten and superspeed is nice and combat jump and acrobatics really helps when youre in the thick of it

    Consider taking choking cloud. Its really good for firetrollers. Drop your holds/disorient, stand in the middle of the mobs and any stragglers will be held by the cloud

    About epics: Primal will make you a better controller but consider taking either fire or psi for dmg. You will be a damaging freighttrain with one of those 2 epics.

    If you do go for primal then only slot conserve and powerboost with 3 recharges. Shield should be 1 or 2 end reds and 3 dmg res.

    Hope this helps?

    Have fun with a great combo

    (hmmm, this post got a little longer than intended )
  14. ok....scatter maybe isn't the right word but some will begin to charge you and some will stay behind and thus not being in a tight group as they where from the get go.

    Just saw your lvl on your fire/rad and then I understand your oppinion better...flashfire really improves when you get SOs (as do all powers )

    Different people, different playstyles


  15. [/ QUOTE ]RI debuffs their ToHit so they wont get that many shots at you before flashfire, and it also reduces their defence so when you use flashfire you wont miss them.

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    Think those are they keywords there

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    Nah. If you read my post I said hunting Blues/Greens. Once you slap RI on em really you're pretty safe. They won't hit you much. Plus you've just floored their defense for the AOE hold follow up. I like to see their stunned little faces once Flashfire goes off

    With +0s and greater it might be better to lead with Flashfire but chances are it won't hit as many.

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    ah missed that....but the other way round is still better. RI will cause them to scatter more than if u used flashfire first...and will still hit once in a while
  16. [ QUOTE ]
    ...with Radiant Infection > Fire Cages > Flashfire and then just run in with Hotfeet and start holding any stragglers.

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    I've seen this kinda tactic been stated time and time again and it always baffles me??

    Wouldn't u rather go : Flashfire > Fire Cages > Radiation Infection/Enervating Field ?
    Maybe it's just me being silly but I prefer the mobs not to be able to shoot back at me when arresting them
  17. [ QUOTE ]
    Clockwork have lower knockback protection than normal foes, it's by design.

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    True.

    iirc clocks is the only mobgroup who has this low knockback protection and thus you wont have an issue with other groups.

    Nemesis jaegers on the other hand have a high resistance to knockback/down so iceslick will be useless against these. (just another reason for trollers to avoid those pesky Nems )
  18. If you want to be the best you can be controllerwise I would recommend Earth/Storm but since you've done Storm then it would be Earth/Rad.

    If you on the other hand want a good damaging controller I would recommend Fire/Kin or Fire/Rad. Rad being the safest but the sheer crazyness of Fire/Kin is just too entertaining to play
  19. nice one mate GRATS!

    ..and yes...earth/kin rocks! *sigh*
  20. finally got there mate....grats!! (and about frickin time! )
  21. thx all

    ...and now for the last 2 troller sets
  22. another 3 for the list if you get the time:

    Black Icicle - ice / ice / ice blaster
    Gelmoss - ill / rad / fire troller
    Arch Sector - ice / storm / primal troller
  23. Hurrah! double dingage for the PDs tonight...was good to be there

    Grats!!
  24. [ QUOTE ]
    well done ex, one of the nicest if not weird dressers(he looks like willy wonka ) ppl ive made friends with in game, very happy for u mate

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    well done Ex!!! congratz!!!

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    /em points to another ding post