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Posts
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Joined
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A pure Energy Blaster is fun . . . but learning how to "use" the knockback instead of abuse the knockback is a key to being a good teammate. The Hover-overhead-and-blast-down method is a very effective.
Solo, I let the knockback go wild. It makes the set feel more powerful. -
You seem to have sacrificed a lot of Recharge time for Defense. Blind could have had 4 Basilisk Gaze. 5-slotting Deceive with Coercive Persuasion is 10% Recharge. 5-slotting Glympse of the Abyss in Spectral Terror is 6.25% Recharge. And yet you dedicated 4 powers to Defense, when you have Phantom Army pulling Aggro and Hurricane with its huge -ToHit (which was not slotted -- 4 Dark Watcher give another 5% Recharge).
You skipped a travel power (which is fine if you are going to use Ninja Run), but you have no knockback protection. The 4th slot in Hasten is pretty much wasted. It seems that you have spent a lot, but not really maximized Recharge in this build. -
The most-often skipped powers in Rad are Fallout, Choking Cloud and Mutation -- Choking Cloud is nearly essesntial for a Fire/Rad or an Ice/Rad, and now an Elec/Rad, but other builds can't make great use of it. Mutation is always optional, but it is kind of rude to have Fallout without Mutation. Since there are so many other rez options in the game now, between the self-rez temp, the ally rez temp from day jobs, combining inspirations and the droppable temp power, rez powers are not expected in any build. However, Mutation is nice to have if you can fit it in. Depending on the kinds of teams you run with, it may or many not be of more benefit than Leadership.
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Nice testing, Tex! Now a key question . . . I haven't tested it yet, but I saw some comments that Procs only hit the first foe in the chain. Is this true? Are there any procs that can make it through to the pseudopet and hit the rest of the chain?
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Under your Menu, select Options. Then on the first page, look for Enable Pet Window. Click that to enable it and close/save it.
Then open the Team tab, and there should be a "Pet" option at the very upper left corner. Click that to get your Pet window. -
Quote:A well-played Fire/Kin can be a huge benefit to a team. It is a powerful combination, with a melee-focused primary and a melee-boosting secondary. I don't agree with the negatives above . . . except when the combo is not well played. Solo, yeah a Fire/Kin is a bit of a one-trick pony, but it does that one trick pretty well -- it is a good farmer of lots of easy foes.Fire/Kin is a pretty good combo that happens to be popular for one main reason: it is very good at killing masses of easy enemies quickly. Outside of this function it is not particularly better than other Controllers. It does good solo damage but in terms of team safety offers very little. People will say that "death is the ultimate debuff" and that's true--as you will find out when Malta, Carnies, Arachnos, and Rularuu send you to the hospital.
Strategically speaking, Fire/Kin is rather inflexible. If you can't survive in melee there's not a lot for you to do but stand back and Speed Boost and throw out heals. Unless you go with the Mind app enemies with mezzes will absolutely wreck you. Whether this matters to you depends on what you care about. If you just want to solo very easy enemies quickly, it's top of the line. If you're doing AE gauntlet runs, it's going to be frustrating. My Fire/Kin can solo a map of enemies in minutes that would take one of my other Controllers an hour to do. And yet compared to my other Controllers he struggles hard to do anything meaningful to truly difficult targets.
As to the reason Fire/Kins are sometimes disrespected, it has a lot to do with the combination being very popular and also often poorly played. A lot of Fire/Kins are designed for solo play and take this mentality with them when they join teams. Fire/Kin is not necessarily an easy combo to play, so a lot of folks roll them up because they hear they are "the best" but never really grasp what makes that the case.
The big problem is that most Fire/Kin players are selfish and don't play the combo well. They are used to using their characters for farming solo, so on teams they don't use the powers to most benefit their teammates. This tends to frustrate other players who know that the entire team would be better if they were benefiting from the buffs and controls if used to benefit the team. So the bad reputation is primarily due to bad players and not a bad combo.
All that being said, overall I like my Fire/Rad better than my Fire/Kin. It is more flexible and fun to play, even if it does not buff the team speed as much. -
Quote:Uh, Earth Domination for Controllers?? I think you mean Dominators. The basic point about making characters for concept is fine, but we can't make Earth/Earth controllers. The closest we can get is Earth/*/Earth.I'm going to go at this from a different angle than the others.
I play character conception characters. I might pick sets, but I pick powers and theme them to the character.
When the new Earth Domination set became available for controllers. I tested out an Earth/Earth controller.
My concept?
Cheeseman - a creature made of living cheese. This character was originally a Champions the RPG character that I had created as a joke, but, with the new Power Customization options, I figured I could pull him off. Earth/Earth seemed to fit. Cheeseman originally was to have powers to Entangle people with an attack that started off gooey and then hardened as it "cooled" or set-up.
I started making the powers look like cheese and figured out what to call Cheeseman's various attacks. Quicksand would be his Nacho Dip attack - layering the ground with cheesy goodness that would slow down any foes that tried to run through it.
It is in my experience that any group of players with any power sets that work together can be effective in the game.
I understand that some people want to mini-max and feel that they must do certain things in order to be "the best they can be".
This is a game about superheroes. I like to have fun when I'm playing. To me it isn't all about who's better at what or mini-maxed the best, but what's fun for me to play.
I didn't make Cheeseman (Earth/Earth Controller) on the live servers (nor did I make Cheesewoman (Earth/Earth Dominator) on the live servers). I have a lot of characters and, at the time, all of my slots were filled.
As you are thinking of making a Earth Controller, I would start of by thinking of a cool character conception and then figuring out what secondary fits best - or, conversely, pick a secondary that you have not tried before and then work up a character conception to fit the power sets.
Remember that just because the set is called Earth, that doesn't have to be what it is in the end. It will have those same powers, but you can customize how they look and explain why you are doing what you are doing that could very well have nothing to do with the original sets aspects. Check out the options you have for customizations. There are some cool picks for customization for Earth that might give you character conception ideas. -
Trying to get perma PA is really, really expensive, and I would rather spend my time getting other characters. It's nice to see that it can be done, but my Illusion/Radiation is fun without being a super-expensive build.
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Quote:hey , just a favor Can sum one work out how much that build is ( no lotg + recharges ) greatly appreciated
or a build for fairly cheap ( stil open to builds/ advice) not rich enough for purples YET =P
There's really no way to do that. The prices on the auction house vary widely with time. Some recipes are generally more in demand and thus more expensive, but even those prices change a lot. -
This is absolutely the best powerset guide on the Boards!
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One of the coolest concepts ever. Yum!
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Name: Super People Against Malevolent Monsters (SPAMM)
Motto: "Truth, Justice and a Plate of Warm Cookies!"
Leader(s): Nuclear Mom, Area Man
Player Type: Casual to Power Gamer
RolePlay?: Optional
Membership levels: 1-50
SuperGroup Colours: Red and Blue
Normal time of Gameplay: all times
Other information: Players of all ages are welcome, although we tend to attract adults. Our base, Spammalot, is a small but silly place, with comfy chairs, lovely shrubbery, oh, and a few base teleporters if you like that sort of thing. Mom is known to leave plates of warm snickerdoodles around for hungry heroes. We ask only that you keep your language reasonably clean and not abusive, you play hard, help SG mates when you can and have fun. A sense of humor is appreciated. Oh, and keep your armor off the furniture ... it leaves marks.
Recruiting?: By personal invitation. Send us a tell, and we'll invite you to team.
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