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Posts
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Joined
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I have mine slotted 1x Endurance IO, 1x Malaise End/Confuse, 1x Coercive End/Confuse, 1x Cacophony Proc, 1x Malaise Proc, 1x Coercive Proc. Get something like a 92% End Discount, and a 55% Confuse duration increase. Also get a 6% recovery bonus out of that, which isn't gigantic but every bit helps.
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If anyone had wondered, Ill/Sonic isn't too painful to run. Psionic + Res Debuffs + Containment work out well. If the rest of the /Sonic set were actually worth a darn, I'd highly recommend it.
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/Sonic on an Ill controller is pretty decent when PA is up; set the toggle on one of the PA and mobs seem to wink out of existence. That said, the awesomeness of PA hammering targets under -Res is offest by long stretches where it just feels kind of... meh.
Not saying /Sonic would be a bad pairing with Elec, just saying that Ill seems to have a lot of synergy with Sonic, and that doesn't prevent it from feeling pedestrian half the time. -
You really can't go wrong with Ice/Rad, but as an evangelist for Ice/TA I am compelled to recommend that pairing if you are looking for something off the beaten path.
An Ice/TA is a walking swiss army knife of controls and debuffs - besides a WHOLE LOT of slows and -Rech, there's a little bit of +Confuse, +Afraid, -Res, -Def, +KD, -Percept, Sleep... as well as extra ST holds and immob, an extra AoE hold, and two very good AoE 'openers' in the Slicks, one of which can do some sick damage if you can figure out a way to ignite it. Beyond opening a whole warehouse of tactical options, this diversity of effects leads to some very nice (and usually cheaper) IO bonus' being available to an Ice/TA.
A lot of people overlook the benefits of all the slowing and -Rech that Ice (and TA) bring to the party - critters attack less often and their big attacks take longer to recharge, meaning Ice/TA mitigates a lot of damage everywhere it goes. Where these slow effects really shine is when Arctic Air comes into play - enemies are too busy being confused or trying to flee the scene to use what few attacks they have available & ready.
Granted, an Ice/TA will be a smoother ride to 50 if you team a lot, but it is certainly capable of finishing its own battles... eventually. But, coupled with a competent scrapper or anyone who can kill stuff if it stays still for a while, an Ice/TA can sometimes perform as if godmode is enabled. -
That's a weird nut to crack. TK can be a situationally-awesome power, but CC draws a lot of benefit from the diverse set of IOs available. Since Mind/ has tools that make melee less threatening, and /rad sometimes likes to be in melee, I'd say go with the Cloud. I love it on my Ice/Rad and my Rad/Rad; my Rad/Rad has it slotted:
Lockdown - EndRechHold
Lockdown - Hold%
UnbreakableConstraint - Hold
UnbreakableConstraint - HoldEnd
GhostWidowEmbrace - HoldEnd
EssenceOfCurare - HoldEnd
That gets something like 103% Hold duration enhancement, and 95% Endurance reduction. While the proc is nice, the Hold Duration enhancement % is the key; usually things are held so long off a single Cloud tick that I get two more ticks to stack it, plus more chances for the proc to fire off and stack with that - end result is usually a lot of minions and Lt's coughing and doing nothing as I whittle away at the boss. -
I kind of like it that Singy is my rearguard. Helps out in those maps with patrols or whenever bad people are just a little off screen.
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Quote:That's why you roll a Fire/FF and PL yourselfi can't imagine trying to actually level an FF toon without PLing.
As for TA, *I* think it's a great secondary, but I can see why more people don't take it/try it for a while then scrap it. When a /TA gets into the mid-20s and sees that by that point other secondaries already have 'defining' powers (AM, Speed Boost, etc), it's hard to get excited about the prospect of unlocking PGA or Acid Arrow. -
Quote:That looks like exactly what I was after... problem with set IOs is you can easily get wrapped up in thinking you need 6 of them - any of them - rather than a little from here & some generics to round it out.SPECTRAL WOUNDS (76% Accuracy, 95% Damage, 95% Recharge, 57% Endurance Red):
Ruin Acc/End/Rech (40)
Ruin Acc/Dam/Rech (40)
Thunderstrike Dam/Rech (40)
Thunderstrike Acc/Dam/Rech (40)
Thunderstrike Acc/Dam/End (40)
Thunderstrike Dam/End/Rech (40)
notes: recovery and accuracy bonuses
If you want a more damage-oriented BLIND that is also a decent hold:
(Acc 55%, Dam 90%, End 36%, Rech 36%, Hold 76%):
Devastation Acc/Dam/End/Rech (40)
Thunderstrike Acc/Dam/Rech (40)
Thunderstrike Acc/Dam/End (40)
Damage Generic IO (40)
Hold Generic IO (40)
Hold Generic IO (40)
Lewis
Tell me about it; I was soloing Snaptooth night before last, and had him pinned in the corner with a sliver of health left. Blind-SW-Nemesis Staff should take him down, but the Staff misses and all the sudden a pillar of green numbers goes shooting out of his head, and he's at 1/4 health now just as my PA blinks out of existence. Not cool. -
Quote:Funny you mention that; the whole reason I'm looking to get 'more better' at Blind/SW is because the Vet attacks are so sporadic for me. I am going to give some serious thought to adding Air Sup... I've never taken it before but Ill Sonic is a loose enough build that Air Sup would fit right in, and may help me drag Phantasm into melee range, so he can get some benefit Disruption Field.On some Illusion controllers, I have Air Sup to fill in after Blind-SW. If I know I have to run into melee, I will often use Deceive on the target first. On others, I have to use ranged Vet attacks to fill in (since I now have two). Once I get to the APP sets, then I can get a nice attack chain of Blind-SW-APP Blast-SW.
Hrm, Air Sup is looking pretty good now that I check it out on City of Data... instantly adds 130 + 30 contained, with Sonic's -Res to cancel out the fact that Smashing is so heavily resisted.
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Quote:If you're committed to Earth/Storm, you certainly haven't made a bad choice. Not many situations that you can't lock down with that beast.hey all ive come back to hero side the last few weeks and wanted to ask what a good non fire/kin build would be. im gonna use the toon to get mine and my gfs toons to lvl 22 usually and just farm. i hear earth/storm is a good one, trying to stay away from ill/ though, any recommendations?
If you're still open to suggestions, I'd like to put in a good word for Fire/FF. It's not as fast as your typical Fire/Kin but its combination of firepower & durability opens up options for your duo, i.e. your gf doesn't necessarily have to roll a support-bot in order for the team to be successful in what you've described you'd like to do.
I'm not guaranteeing a leisurely stroll through +3 Knives maps or the ability to pimpslap AVs or anything like that, but you'd be surprised at how effective Fire/FF is in farm situations, especially when there's another body there doing actual damage with you, instead of tending to your boo-boos.
If you're ever on Victory, hop over to the wall in Cimerora & you'll likely find my Fire/FF clearing the wall non-stop. Non-stop meaning, if I feel like doing it, I can hop from group to group to group as fast as they can spawn, without ever re-casting my imps, without ever taking a knee, for as long as I can stomach the repetition. Granted, that character is pimped out, but he got that way on his own steam by basically doing the same thing on farmable maps. -
Quote:Yeah, I know. I took a 9-month break & came back last month, loaded up my main who had ~560m in his pocket when I left, and figured I'd be able to siphon funds from that for my Spines/Regen and my Ill/Sonic... I was surprised to find out that slotting just a handful of powers on my Spines/Regen left me destitute... so now I have to be more careful about what I spend on the Ill/Son.The Problem with that level is not much comes up even though the prices are reasonable.
But anyway... I appreciate your suggestions; I assumed that other people who ran Illusion controllers would have run into the same problem, that being, as an Illusion controller you have two attacks, one with a default recharge of 9s, the other on a 6s timer.
Because of this, you never have endurance issues. But... say you go balls-out and reduce the recharge by half in both attacks. Does endurance become a problem then? Is there a sweet spot on Blind that maximizes the return on Damage & Recharge, wherein neither is pumped to 99.1% enhancement, but moreso in the 80/85 range?
Given that Blind has more set options than SW, maybe there's an approach that makes more sense than laying out 45m for half a set of Decimation and a smattering from Hold & Sleep sets... things like that, I thought would be a good question for the forums. Especially when even middle-of-the-road slotting will run you 50m these days.
In any event, when somebody writes into the boards with a question about AA or Singularity slotting - subjects I'm more familiar with after running Ice & Grav builds for upwards of 5 years - I'm glad my first reaction has never been to call them lazy, because seriously, what kind of response is that? Either you can help or you can't. If you can't, why even chime in? -
My Ill/Sonic is at 37 now, and it's high time I ditched the generic IOs in favor of something a little more fitting a dude with two attacks. Anyone have a good recommendation for an affordable frankenslotting of Blind & Spectral Wounds during the grind to 50? I don't necessarily care about set bonus', just want a good balance of acc, dam & rech with a little end thrown in.
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Quote:You could leave it unenhanced? Maybe use the Walk temporary power? Hire a gang of Knives to walk in front of you and toss caltrops in your path?Speaking of poor control under SB, is there any way to crank down the speed on that or on Super Speed.
It's all well and good that I can run 90 mph down a straight road, but when I want to keep SS on with a stealth, but am slamming into things as I'm now only 85 mph. I'd like to be able to slow myself down.
I doubt it, but sometimes I'm amazed at the little tricks that make life easier that the Dev's build into this game. -
Ice/TA (50)
"Strange Archer Causes Villains to Slip, Fall, Not Slip, Not Fall; Somehow Emerges Victorious"
Fire/FF (50)
"Durable Flaming Hordes Draw Aggro, Hold It" -
Question: I haven't been able to log in or test I16 yet... are the color changes visible to all, or just on the local client a la Propel objects?
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Milady's Knight has a build close to what I use for my Fire/FF, except I went Primal Forces for the Conserve Power/Power Boost option. Between Maneuvers & PB'd shields, my Imps rarely ever get touched, and the extra bump from Assault is nice as well.
Fire/FF is one of my favorite builds in the game; you fire off a couple bubbles, then you get four minutes to burn everything to the ground. Yay! -
I've always thought it would be cool to replace DS with a targeted AoE that pulled everything within X' of the target back towards it.
The mechanic is somewhat already in existence with TK - how many more Grav's do you think you'd see if they had the ability to both scatter (WH) and gather mobs? -
Well, that's weird.
My Mind/Storm was a quick, fun ride from 1 to 50, I enjoyed every minute of it, I still love breaking it out every chance I get, it's effective solo and on teams, has all sorts of nasty tricks and tactics available to it... all in all I thought it was pretty good ride.
Then I come on here and find out that my AoE Confuse is useless, that I can't finish my own fights, that I spend more time waiting on endurance and absorbing damage than I do actually accomplishing anything, that I should have given up on it after 32 because it doesn't get a pet, that it's more fun to press the same 4 buttons in sequence for every encounter than to have options that vary in usefulness in a given situation...
I guess it's a good thing I actually PLAYED the character instead of let others speculate for me. -
Mind is gimped? This is the first I've heard of it.