Grimlek

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  1. Grimlek

    Firekin pools

    I find the fighting pool very helpful in adding to survivability. So, while I wouldn't slot or use Boxing, taking Boxing-> Tough-> Weave could be another way to go.
  2. Quote:
    Originally Posted by SkylineGTR View Post
    What's wrong with building for some S/L defense? I understand the 'more recharge!!!' side of it, but to me, it just makes more sense to build for both. I was thinking of leveling a Fire/Kin (I don't have one, lol) and figured maybe about 35% S/L with about 70% recharge would do the trick.

    EDIT: Also, why Psionic Mastery? Faster AoE and FF Procable + Mez clickie? Hmm.. and the AoE has a nicer radius than Fissue/Fire Ball.
    Posted this a while back. It's Fire/Kin/Stone, but if you're going for defense and farming on autopilot, it works great.

    This build is fairly cheap (other than the recovery uniques, which are not neccessary), softcapped for S/L, and works wonders on the BM map +2 or +3/x8.

    Hope it helps. Edit: forgot I updated this build, this is corrected one.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Wushu: Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(31), EoCur-EndRdx/Hold(40), EoCur-Hold/Rng(43)
    Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Heal/EndRdx/Rchg(46)
    Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Rchg(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Immob/Rchg(7)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Combat Jumping -- DefBuff-I(A)
    Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(9), M'Strk-Acc/EndRdx(9), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(13)
    Level 10: Siphon Speed -- Acc-I(A), CtlSpd-Acc/EndRdx(17), CtlSpd-Acc/Slow(34), CtlSpd-EndRdx/Rchg/Slow(34), CtlSpd-Rng/Slow(34), RechRdx-I(45)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Heal-I(A), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(43)
    Level 16: Flashfire -- Stgr-Acc/Stun/Rchg(A), Stgr-Acc/Rchg(17), Rope-Acc/Stun/Rchg(19), Rope-Acc/Rchg(19), Rope-Acc/EndRdx(25), RechRdx-I(25)
    Level 18: Cinders -- Para-Acc/Hold/Rchg(A), Para-Acc/Rchg(27), EoCur-Acc/Hold/Rchg(27), EoCur-Acc/Rchg(46), NrncSD-Acc/Rchg(46)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: Fire Imps -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(40)
    Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod(37)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(42), Det'tn-Dmg/EndRdx/Rng(42), Det'tn-Dmg/EndRdx(42), AirB'st-Acc/Dmg(43)
    Level 44: Rock Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
    Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(48), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), B'ngBlow-Acc/Dmg(50), B'ngBlow-Dmg/Rchg(50)
    Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 13% Defense(Smashing)
    • 13% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.8% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 13.8% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 2% Enhancement(RunSpeed)
    • 3% Enhancement(Immobilize)
    • 2% Enhancement(FlySpeed)
    • 2% Enhancement(JumpHeight)
    • 2% Enhancement(JumpSpeed)
    • 42 HP (4.13%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 3.85%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 5.5%
    • 6% (0.1 End/sec) Recovery
    • 16% (0.68 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 1.88% Resistance(Negative)
    • 2% RunSpeed
    • 1% XPDebtProtection
  3. Already saved the name Electromotance on Infinity (Elec/Kin). Thinking science origin, but I still need a backstory. I am very excited about electricity control, to say the least.
  4. Grimlek

    ill/kin

    Quote:
    Originally Posted by Local_Man View Post
    Fire and Plant are the two sets with the most AoE damage.
    *crosses fingers that electricity will fall into that category soon*
  5. Quote:
    Originally Posted by Katten View Post
    Ill/Rad controller has the potential to do all the above mentioned things. Following that a sonic/rad defender can as well, and there the -res is just astounding.

    If I had the time or the patience to reroll characters that were made using the wrong combinations of those sets into one of either it's likely sonic/rad would be my attempt.
    You mean Rad/Sonic? Radiation's debuffs help quite a bit when trying to solo AVs/GMs
  6. Grimlek

    Halooween Jack

    We had a situation running the cycle in IP last night where we covered all spawns points a couple of times and found nothing, only to hear someone say..."Hey, there are some pumpkins over here and one ghost..."

    We couldn't believe we missed that, but after the ghost was killed Eochai respawned.

    Might even be something like that.
  7. Quote:
    Originally Posted by Desitre View Post
    I'm just saying that people shouldn't be so against Absorb Pain, it can become a very useful power if used right. I mean you would take unstoppable on your invul. scrapper correct? well when that power runs out you have NO end. or hp. That is much worse than Absorb pain if you ask me lol.
    I don't have an invul scrapper, but I don't take the tier 9 armor powers (on my scrappers) due to the crash, personally. I would rather build a survivable character without a crash.

    Nothing against Absorb Pain, although I have skipped it as well.
  8. Quote:
    Originally Posted by GATE-keeper View Post
    I miss Pepsi Blue.....
    You're the one!
  9. Quote:
    Originally Posted by MrLiberty View Post
    Fullback here. I like my scrappers to be a bit more tanky sometimes at the expense of a little speed.
    This is what I was thinking as well
  10. Grimlek

    First ever!!!!

    I could "almost" solo most AVs with Perma PA Ill/Storm before the LS nerf. Some I would fight for 20 minutes and they would run off and heal since I didn't have an immobilize. Once or twice I took them down.

    I could never put a dent in a GM by myself. Luckily, they couldn't dent me either.

    After the recharge pet changes, I stripped down that toon to common IOs and started outfitting my Illusion/Rad
  11. I'm not real big on 02 Boost myself, having used it on my Illusion/Storm sparingly. I wouldn't skip it, but I don't take it as a priority. Same with Hurricane. I like using it for the tricks, but this is such a tight build, I take it later.

    This thread actually inspired me to roll a magic origin Earth/Storm/Fire because it sounds like a blast. Very nice conceptually and powerful as well.

    I like to take AS while leveling and I took both AS and Jump Kick on my Earth/Thermal on my soloing build.

    I will use something like this to level:

    01 => Gale ==> Empty(1)
    01 => Fossilize ==> Empty(1)
    02 => Stone Prison ==> Empty(2)
    04 => Snow Storm ==> Empty(4)
    06 => Air Superiority ==> Empty(6)
    08 => Quicksand ==> Empty(8)
    10 => Hasten ==> Empty(10)
    12 => Stalagmites ==> Empty(12)
    14 => Super Speed ==> Empty(14)
    16 => Freezing Rain ==> Empty(16)
    18 => Earthquake ==> Empty(18)
    20 => Hurdle ==> Empty(20)
    22 => Health ==> Empty(22)
    24 => Stamina ==> Empty(24)
    26 => Volcanic Gasses ==> Empty(26)
    28 => Thunder Clap ==> Empty(28)
    30 => Steamy Mist ==> Empty(30)
    32 => Animate Stone ==> Empty(32)
    35 => Tornado ==> Empty(35)
    38 => Lightning Storm ==> Empty(38)

    I will probably respec into something like this:

    01 => Gale ==> Empty(1)
    01 => Fossilize ==> Empty(1)
    02 => Stone Cages ==> Empty(2)
    04 => Snow Storm ==> Empty(4)
    06 => Quicksand ==> Empty(6)
    08 => Hasten ==> Empty(8)
    10 => Hurdle ==> Empty(10)
    12 => Stalagmites ==> Empty(12)
    14 => Super Speed ==> Empty(14)
    16 => Freezing Rain ==> Empty(16)
    18 => Earthquake ==> Empty(18)
    20 => Health ==> Empty(20)
    22 => Stamina ==> Empty(22)
    24 => Steamy Mist ==> Empty(24)
    26 => Volcanic Gasses ==> Empty(26)
    28 => Thunder Clap ==> Empty(28)
    30 => O2 Boost ==> Empty(30)
    32 => Animate Stone ==> Empty(32)
    35 => Tornado ==> Empty(35)
    38 => Lightning Storm ==> Empty(38)
    41 => Fire Ball ==> Empty(41)
    44 => Fire Shield ==> Empty(44)
    47 => Consume ==> Empty(47)
    49 => Hurricane ==> Empty(49)

    I sounds like you're on the right track, Biospark. Update this thread if you can, and let me know how it's going
  12. Quote:
    Originally Posted by red_helix View Post
    Could someone tell me how to get the in-game menu that shows all the information that Silas has on the screen. Thanks
    Power Tab -> Power Attributes ->

    Pick what you want to monitor and right click. Select the option that lets you monitor that attribute.
  13. Quote:
    Originally Posted by eryq2 View Post
    Just farm whenever youre able to, no need to mess with market cept to sell.
    I make much, much more on the market than I do farming, but why not do both?
  14. Quote:
    Originally Posted by Local_Man View Post
    Rocky, with the addition of Seismic Smash and his change in AI, and his huge resistances, is now one of the best pets. Add one or two of the 10% Resistance for Pets procs, and he is almost unkillable. He can tank for you and is fairly well behaved. And with Power Customization, he no longer has to look like a pile of poo.

    Your power choices are certainly not in line with my playstyle . . . No Earthquake? Alternate it with Freezing Rain for a continual knockdown patch. No Quicksand? You don't like a massive 25% Defense Debuff and a location targetted slow patch? I consider these to be essential powers for an Earth Controller. I can understand taking Stone Prison if you intend to solo, but I find it skippable otherwise. The two powers I find skippable in Earth are Salt Crystals and Stone Prison.

    No Steamy Mist? Team Stealth + Resistance to three types of damage + a small amount of defense. No Hurricane? Great "panic button" power with a massive ToHit Debuff -- I would not skip this, especially if you don't have a pet to pull aggro for you. O2 Boost, especially without a pet, is certainly skippable even if it is nice to have for teammates. Thunderclap, to stack stuns with Stalagmites? Snow Storm is nice to have but skippable -- I've skipped it on my one of my two Earth/Storm builds.
    I was going to post something along these lines yesterday, but got real busy at work. Lack of pet, quicksand, and earthquake had me the most concerned, but thunderclap should be used along with stalagmites to stack stuns, like you said. As usual, you got it covered, Local_Man
  15. Well said, Carnifax. Excellent post, and so true
  16. Gravity/Radiation and Gravity/Storm are both great combinations. Anything that can fill in Gravity's control gaps until it matures will be good. As Tired Angel points out there are some nice differences in playstyle with Gravity/Storm.

    I'm a big fan of Gravity/Trick Arrow personally.

    There aren't too many around, and both your primary and secondary have good single target control while you wait for the better powers. Once you get Wormhole, Oil Slick Arrow, and both ranged AoE holds slotted up you'll see why.
  17. Fire/Storm/Earth and Earth/Storm/Fire would be beasts.

    Most AoE damage? The Fire controller

    I would still consider making the Earth/Storm though, as they are both late blooming, but very powerful combinations.

    I haven't played enough of /Cold yet to get to the debuffs in that set.
  18. I play both several Illusion controllers and several tankers/scrappers and while I can understand being annoyed by rampant knockback, that is rarely the case. Especially Illusion/Radiation...you only have the Phantasm to worry about in that case.

    Plus, I keep auto-follow bound to the tilde <`> key. Tab, Tilde, then through my attack chain, dead...Tab, Tilde, then through my attack chain...never worry about chasing knockback again. Granted, I don't always auto-follow my target while playing a Tank so I'm sure to stay with the group, but it's easy to work around.
  19. Grimlek

    Pvp?

    Quote:
    Originally Posted by Serve and Protect View Post
    Are controllers good at pvp end game? Particularly one on one? I am a nature/storm controller.
    I don't PvP, but I am curious now. Is nature Earth or Plant?
  20. I had asked a similar question as well, concerning my new favorite scrapper (MA/WP) here:
    http://boards.cityofheroes.com/showthread.php?t=189341

    I have since discarded the build I was using there and created a built using some of the principles Sarrate mentioned earlier.

    Kinetic Combat is fairly expensive, but I have lower bids on some now that might be filled in the time I level from 24-50. I generally frankslot the last two slots to fully enhance the powers.

    I've personally decided to maximize smashing/lethal defense, regeneration and recovery as I can.

    I would be interested in hearing what thoughts others have on Soloing AVs or other high end content, and how to build Willpower for those encounters as well.
  21. Grimlek

    Fire/Rad/Stone

    I generally play my Fire/Rad in the way Local_Man suggests, but have Team Teleport in my second build for when my wife's Fire/Rad is with me.

    The HF/CC combo is our bread and butter, and although we use Flashfire occasionally, it's not really needed. If anything, they're not level 50 yet because we play characters that are more challenging most of the time. We teleport in and by the time Cages fires off (to keep them in range and set containment), almost everything is held and dying.

    You might consider a second build to see which way yields better results.

    Edit: Keep in mind that both Hotfeet and CC are very slot hungry, so YMMV. I wouldn't consider giving them less then 6 slots each in most cases.
  22. I did my Ill/Rad powers bright white/white for his primary (Magician) costume. Click Hover, then macro that turns on Superior Invis and changes to costume #2 (floating Spectre) and his powers go dark purple.

    Thinking about using the other costume slots for other "Illusions". Maybe green powers with lizard setup, red powers / fire demon, etc... all switched with /cce <slot> <emote> commands.

    So yeah, I love the changes.

    The ability to use a bind or macro that activates a power and changes the costume at the same time opens a lot of possibilities.
  23. As far as I can tell, these changes were meant to simply move the farms out of Atlas Park. Also, for the most part it seems to have worked. As others have mentioned, it's actually easier to farm now and you can still farm the AE. It's just not exploitable in the same ways as before.

    Farming regular content, police scanners, and maybe AE in RWZ (thank you devs) makes more sense now. This makes for a healthier game overall and an Atlas Park that is more geared towards letting new players learn how to play the game.

    I love the fact that I can choose between running radios on my fire controllers spawned +0/x6-8 or my scrappers spawned +2/x4...or whatever I think I can handle at the time.

    All of the customization and quality of life improvements only now have me wanting new content even more, which is the next logical step. Everyone here is waiting eagerly for GR (and the Coming Storm...?). Some high-end raid level encounters, task forces, story arcs spread around several new zones will make a big difference, and hopefully GR will only be the start of new content. It would be great if we could have more content added on a pretty regular basis now that the dev team has grown.
  24. Quote:
    Originally Posted by GibberingLunatic View Post
    I'm just asking why it was built that way, nobody has given a clear answer yet.
    If you could use Personal Force Field and also "affect others" (examples would be using powers or even issuing commands to your pets) at the same time, it would be game-breaking.