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Posts
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Joined
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If Claws is out, then Kat/wp [/thread].
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Quote:Level 27 Storm. I have 3 other /storm builds. All of them except for one is higher level. The one below is level 26. The highest one is 50. The level 50 did the 30 Fir Blog mission as the only controller. My teammates where chanting my character's name during that mission.I suppose you haven't played a Storm primary? I get kicked when they see my set or no invite comes after a query about my primary all the time.
Quote:Lucky you...i've been kicked because of powersets. Particularly when i was running my TA/Archery defender.
I'm still waiting to be kicked due to power sets. FYI, the first couple of years I ran A LOT of teams before I got bitten by the soloing bug. It's hard to be kicked when you have the star. I have now moved back to doing teams, but rarely lead these days. -
The single target immobilization power and Absorb Pain are two easy powers to skip. The rez is helpful, but not needed. I don't think Elec needs a lot of slots due to it's recharges being on the lower side, but that's more due to Jolting Chain. It works fine even with just 1 acc in it.
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If there is hate for it, it's due to Grav's lack of controls, but /cold helps make up for it as well so in the end it works out.
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I would vote Plant over Fire. Even if Fire has better damage, the recharge time for Flashfire drives me nuts even with 2 recharges, Hasten, and Siphon Speed. I like sets that play fast and Plant is much better for that. Really, the damage for Fire is what saves it. It terms of control, it's rather lacking.
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I'm guessing the conversation wasn't only about /rad. It might have started out about FF and they said they wanted debuffs, and you said you have them in your blast. They countered with /rad not really being debuffs because what they wanted was Rad. It might have been as simple as them posting on broadcast about needing a rad, and you figured you qualified.
In all of the rants about build elitist in the game, I have yet to see one comment about a defender's secondary. People vastly only care if you are Rad, or not. Rad/dp and Rad/psy is the same to them. In 5+ years of playing on Freedom, I have yet to be kicked from a team due to my powersets. I have yet to see somebody openly kicked due to their powersets. I guess how I play the game leads me to avoiding those kinds of people. If somebody is specifically looking for something in broadcast, you likely might want to avoid them. -
And this isn't to mean Ice/therm is a bad pairing. It's just much more on the passive/support side that isn't as sexy in the eyes of a min/max player base. My Earth/storm didn't slot for damage until level 32. It's still one of the most fun rides I had to 50. Ice/therm will come into it's own much quicker as well. Fire/cold is near on the level of Fire/kin in terms of late blooming for both sets. Yes, Fire/cold is one of maybe the top 3 Fire combos. Just be glad you are already sitting down when you are playing the set because it's going to be awhile. I would at least give Ice/thermal a trial run and see how much you do, or don't like it. You can always switch and roll Fire/cold later on if you like.
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RE: Trapdoor.
I was on my Claws/regen. I could get him down 75% health at best and then he would spawn one of his guys. I go kill the guy and come back to see Trapdoor at full health. Rinse and repeat over and over again to head banging on desk levels. There were numerous times he would spawn a guy after a mere three hits. Oh, and if you just so happen to die, he keeps spawning guys even when you aren't there. Fun times. Immobilization and KB help at lot with him. I did eventually beat him, but I've had far less issues with the Praet. EBs than how annoying he was. If he has been easy for you to defeat, then congrats because your experience doesn't line up with everybody else's no matter how many times you have done it. Seriously, three freaking hits and he spawns another guy. That's the very definition of tedious.
RE: The arc
It's actually kind of fun even if I'm not 100% done with it yet. I'll likely just team up for the arc. -
She still needs to add some polish into her work, but I simply couldn't get past Douchey McNitpick. Just..um...how much were they drinking when that character got made and decided it was a good thing to put into a video? Seriously, I had to stop the video after the character came on and started talking. I think the point of putting up a review is making sure people get to the actual end of the review.
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One thing KM has over MA is Power Siphon would pump out more damage over time for your damage aura. Also note doing a "crit" with CS would let you use PS again.
If you really want a stun machine for melee, Dark armor + Stone melee. -
I did a Manti TF to ding 38. It's still a fun as hell combo that I kind of wished it wasn't on a lower pop server. One of the few builds that makes me think I wouldn't do a default pseudo retirement on the build once it hit 50 like most of my level 50s go through.
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I actually don't use Hurricane due to it interfering with mobs killing each other via Seeds and I find Hurricane in general a pain in the rear to deal with. My eventual build where I respec into a build that gets the Fitness pool inherit might add it in there, but I don't plan on using it much.
Nope. -
No. Why not? Both have damage auras which are the best way to pump out AoE damage. A SS/fire brute has two ways to boost it's damage outside of fury. A Fire/kin can cap it's damage and then containment kicks in which ignores the damage cap. Outside of /kin for controllers, /storm will be one of the best for pumping out additional damage. You'll need damage procs to help boost your damage output, but in the end it will be rather good due to Seeds creating mitigation and additional passive offense. Will it fit your idea of a build that will work good for helping out in farms? Very much so. I have a level 37 Plant/storm myself and it's been rather fun so far.
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For the immobilization powers, I would look into the damage procs. It's what I'm doing on my Plant/storm. Note, damage procs are not affected by +dmg buffs, but do get boosted by -res. You can likely get a damage enhancement in your hold as well.
EDIT: AA should take 2 damage procs from confuse sets and another from slows. At level 27, a proc does 43.14 damage. At level 50, 71.75. Factor in -res and you can see there is potential there. -
I use it along with Tactics on my Claws/regen so I can stack them with the buff I get from using FU.
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+1. You don't even have the most basic bread and butter control yet. You don't have the go to source of damage/control. You don't have your Imps and a number of people believe they make the set. /rad starts out awesome early enough to where I can see that being good to start, but Fire is as late of a blooming set as you'll find. Even if you get something like Hot Feet at 8, it needs time to slot out and SOs to really get it's end cost under control. You can debate it all you want and it's subjective as hell, but Fire/rad is a lock for the 2nd best controller build in the game and you can talk me into it being #1 depending on the situation.
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Get the /sr brute to 22 so you can slot SOs into it. See how much you like it then. If you don't, then Invul might be just the way to go. /sr will likely be the cheapest to make "uber," but if you don't like it, try something else that holds your interest.
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Rad has that much more as an issue. Dark has Fearsome Stare and Fluffy.
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Quote:First this, Kin/dark can go Staminaless so I would leave Stamina with one slotting. Health slotting is so marginal that I would just leave it at one slot as well. Note, slotting based on basic slotting as well. Once IO sets come into play, then that's different.The Fitness skills (Sprint, Hurdle, etc) are INHERENT, which means that you get them automatically at level 2. You can still slot them like normal powers. Most people would suggest 2 slots in Stamina, and 2 in health.
Quote:Hero Plan by Mids' Hero Designer 1,91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Dark Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Siphon Power -- Acc-I(A), RechRdx-I(3), RechRdx-I(3), RechRdx-I(5)
Level 1: Dark Blast -- Acc-I(A), Dmg-I(7), Dmg-I(9), ToHitDeb-I(9), RechRdx-I(11), RechRdx-I(11)
Level 2: Gloom -- Acc-I(A), Dmg-I(13), Dmg-I(13), ToHitDeb-I(15), RechRdx-I(15), RechRdx-I(17)
Level 4: Transfusion -- Acc-I(A), Heal-I(17), Heal-I(19), EndMod-I(19), RechRdx-I(21), RechRdx-I(21)
Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(23), RechRdx-I(23)
Level 8: Assault -- EndRdx-I(A)
Level 10: Maneuvers -- EndRdx-I(A)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 14: Tactics -- ToHit-I(A), ToHit-I(27), ToHit-I(27)
Level 16: Tenebrous Tentacles -- Acc-I(A), Dmg-I(29), Dmg-I(29), ToHitDeb-I(31), RechRdx-I(31), RechRdx-I(31)
Level 18: Inertial Reduction -- Jump-I(A), Jump-I(33), Jump-I(33), RechRdx-I(33)
Level 20: Night Fall -- Acc-I(A), Dmg-I(34), Dmg-I(34), ToHitDeb-I(34), RechRdx-I(36), RechRdx-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 24: Super Speed -- Run-I(A)
Level 26: Transference -- Acc-I(A), EndMod-I(37), EndMod-I(37), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 28: Combat Jumping -- DefBuff-I(A)
Level 30: Super Jump -- Jump-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40)
Level 35: Life Drain -- Acc-I(A), Dmg-I(42), Dmg-I(43), Heal-I(43), RechRdx-I(43), RechRdx-I(45)
Level 38: Blackstar -- Acc-I(A), Dmg-I(45), Dmg-I(45), ToHitDeb-I(46), RechRdx-I(46), RechRdx-I(46)
Level 41: Dark Consumption -- Acc-I(A), EndMod-I(42), EndMod-I(42), RechRdx-I(48), RechRdx-I(48), Dmg-I(48)
Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(50), ResDam-I(50), ResDam-I(50)
Level 47: Soul Transfer -- EndMod-I(A)
Level 49: Soul Drain -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5)
Transfusion: 1-2 acc, 2 heal, 2 recharge. It's spammable at that point and the heal is more than enough. The end mod aspect is pretty much a joke on something that can get use out of it, ie Kin/elec. On a Kin/dark, it's not worth it.
Siphon Power: 1-2 acc, 0-3 recharge. It will always be useful due to AVs, but you don't need to go big with slotting.
Siphon Speed: 1-2, 3 recharge. You want this up as much as possible.
Speed Boost: 3 end mods. I can see using 2 end mods if you are hurting for slots and you put two common level 50 IOs in there.
IR: 1 jump, if you take it.
Transference: 1-2 acc, 2 end mod, 2-3 recharge.
Fulcrum: 2 acc, 3 recharge. You want that thing to hit.
Single target attacks get 1 acc, 3 damage, 1 end reduc, 1 recharge. Any other effect(tohit debuff, immob) isn't worth slotting.
AoEs get 2 acc, 3 damage, 1 end reduc, but you could sub in a recharge instead of end reduc based on how you handle end.
You really don't need Life Drain.
I fully understand taking the Dark epic for theme, but it benefits Kins the least. Dark Consumption, you have Transference. Soul Drain, you have Fulcrum.
If you are going to take Maneuvers, slot the defense aspect of it. And taking 3 powers from the Leadership pool and not taking Vengeance(3 slotted for def) makes me a sad panda.
EDIT: The recharge on attacks can be skipped if needed. Siphon Speed and Hasten can take care of recharge times. -
My guess it wouldn't be for me. I love my Earth/storm, but it's not the build I'm thinking of if I were to farm.
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/cold, /sonic, /rad, and /kin work the best I think. I think there is one more, but I'm drawing blanks. /storm is counter productive in terms of the two PBAOE toggles unless you are willing to go with one over the other and then the case could be made for simply going /cold instead. Yes, you can flip back and forth with the toggles. I just prefer not to. Hurricane causes enough thinking on my part as is. I don't want to be adding to it. None of my /storm controllers have taken Hurricane and I'm ok with that. If I were ever to roll an Ill, or Grav/storm, then I'll take it.
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Quote:Even Pajiba who lives to rip on movies couldn't do it. They said it was a decent enough film because it didn't try to be a great film. It if tried to be great, then it would have sucked, and I'm perfectly fine with that. It just doesn't mean I'm going out to a theater and spending even matinee money on it. ReviewI normally loathe Michael Cera, But Scott Pilgrim was in my opinion one of last year's best movies, and it's in my collection.
But I'm also not a fan of Seth Rogen, but both ComingSoon.net reviews gave Green Hornet an 8 out of 10 so there has to be something to it. -
I don't think Cera is loved that much either, but Scott Pilgrim got good reviews. While the trailers have looked good, there was one clip of the film that I really didn't like where they showed a fight scene and they literally highlighted certain objects just to make sure you saw them.
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If you are soloing, pick your mobs. Even my scrapper did this as I just preferred not having to deal with certain mobs.