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Posts
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Quote:I have kept Propel for the simple reason that especially with Containment, it hits HARD. The attack chain of GD-Crush-Propel may not be fast, but it clobbers the foes pretty darn hard. Besides, Propel is visually one of three interesting powers in the Gravity set. (The other two are Wormhole and Singy -- all the other powers in gravity are, let's face it, pretty boring.) When the changes come through and Propel animates faster, it should be pretty nice.Yep, skipped Dimension Shift. I'm tempted to try it out after the changes, but I am still doubtful about it.
Currently I'm running with Propel for leveling. But I am likely to drop it on an endgame build for Lift. It looks to offer better soft control, plus I just really want to slot it up with KB for laughs and see how high I can send some Hellions flying. I wanted to skip Crush, but like you said, it sets up easy Containment, which I figured was best for a lowbie.
I'm not terribly familiar with Controllers in the late game. Is there any real reason to need a mag4 immobilize for TFs or trials? I'll likely keep Crush, but it is on my list of powers to consider respeccing out of.
I've been using Time's Juncture from the edge of the effective range ever since I picked it up. I must say that TJ is amazing when the teams I'm on have little to no additional support beyond me. On a team with a couple other support characters I feel TJ could easily be rendered redundant. But on a team full of brutes and scrappers? Priceless.
Anyway, I picked up Time Stop to see how much I really like having it on a controller. Since I'm planning to respec eventually anyway I may as well try it out.
My Gravity Controller is a Grav/Storm who solos about 90% of the time. He uses Hurricane more than any of my other */Storm controllers because of the single-target aspect of his damage. While I spend time clobbering one foe, all of the others are kept away with ToHit debuffed with Hurricane. This is why I think Time's Juncture would be worth keeping on a Grav/Time -- the ToHit Debuff would give you time to clobber one foe while the others can't hit you.
Time Stop is nice to have, mostly because it lets you stack holds on bosses. It also gives you a second single target hold in a crowd, and a nice place to slot a Baz Gaze set. My Ill/Time really needs that Recharge but your Grav/Time may not. If you decide to slot for Ranged Defense, Time Stop will take a set of Lockdown.
By the way, when slotting Singy, try to get one or both of the pet Resistance procs in there. Singly can't be healed, but buffing his already-high resistance makes it a nearly unkillable tank. Tough AVs can take a +Resistance Singy down, but that's about all that can. Consider slotting 4 Expediant Reinforcement (including the proc), the other Resist proc and maybe a Dam/Mez Hami-O (which are fairly cheap).
Speaking of AVs, your Mag4 Immob will often keep AVs from running around. That's pretty nice when none of your other controls will work in them. -
I also took them all on my Ill/Time, but would consider Time Stop the most skippable. then Temporal Selection. If I were a Defender, I might consider an ally single target buff to be more imporant, but as a Controller, I focus more on control.
For Grav/Time, I presume you are skipping Dimension Shift. Currently, I skipped Lift on my Grav/Storm, but the changes may make Lift more desireable. Since Crush currently does more damage than Lift and sets Containment, too, I found it more useful than Lift. Crush may be more skippable after the Gravity changes happen. -
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Your single target Immob Chilblain, AoE Immob Frostbite and the sleep, Flash Freeze also do damage. But you may not have taken them. Many folks find Chilblain and Frostbite skippable since the -Knockback conflicts with Ice Slick. I find Chilblain works as a single target damage power, which I use after Block of Ice. I also took Frostbite on my Ice/Storm, but I can use the -Knockback with Tornado. Flash Freeze can be useful when playing solo.
Arctic Air, Shiver and Glacier do not do damage so they won't proc. -
Quote:As Kinaki said, it really depends on your playstyle. I have 4 */Storm controllers and none of them are built for defense OR Mez protection. But my playstyle is affected by my usual teammates . . . I usually team with the same guys, and one or the other will play a tank or scrapper who runs in first to grab the aggro. That frees me up to focus on control, buffing and debuffing and damage. Each controller plays differently depending upon the primary, but I mostly build for Recharge and EndRdx. But if you are the kind who likes to draw the aggro, then either Mez protection or Ranged Defense may be a good idea.Thanks for the response Local Man, i haven't had time to make your changes yet (just got home from work) but ill try posting the links again for you. Also in your controller experience should I build for the perma mes protection or the ranged def softcap?
Psionic mastery
http://www.cohplanner.com/mids/downl...8FFE0F93D30C58
Mace mastery
http://www.cohplanner.com/mids/downl...12FD2FB6291187
Ranged Defense can be a good idea if you use Hurricane a lot or tend to stay at range and draw aggro. Most mez powers are Ranged or AoE, so Ranged Defense will stop many of the mez attacks.
On the other hand, if you are not getting damaged much but find Mez to be a big problem, then you can go for Mez protection. I love Indomidible Will on my two Fire/Rads and my Elec/Rad, who are usually in melee and mez will turn off their key toggles.
Storm lacks both a self-heal and any endurance recovery power. As a result, I have taken the Ice APP on three of my 4 level 50 */Storm controllers, because Hibernate offers both. (The last one, my Ice/Storm, went with Earth since he is in melee most of the time.) I take Cardiac for the alpha because Storm is tough on endurance and the Cardiac Alpha makes a HUGE difference even with 3-slotted Stamina, procs in health and several recovery bonuses. Only one of the four has gotten to Destiny, but he took Rebirth for the self-heal. Clarion is also a valid choice if you want mez protection. I have Clarion on a few characters who already have a self-heal, and it works very well. -
A few problems: Your links on the builds are broken and you did not include the Data Chunk, so there is no way to pull up your builds in Mid's.
I dislike the trend to slot Strangler with 4 Baz Gaze alone. Plant is weak on single target damage, and without Entangle in the build, Strangler is all you have. 4 Baz Gaze don't have enough accuracy and have no enhancement for damage. If you want to use Strangler mainly as a single target hold, it should have an additional Acc/Hold/Rech from some set. If you want to use it for damage, then add an Acc/Dam Hami-O and a common Damage IO. Or procs if you want, but I prefer the steady damage.
I can't see your numbers, but it appears that you have some slotting that could be better. If you are going for Defense, then really focus on Ranged Defense. Or on S/L Defense. One or the other.
If you are going for mez protection, then you need to focus on Recharge because Indomidible Will won't be perma without a heck of a lot of Recharge. And don't take the Fighting Pool if you aren't going for Defense.
For example, Blood Mandate is a good set for Ranged Defense, but if you aren't focusing specifically on Ranged Defense, then pick something else. Expediant Reinforcement for Recharge, for example.
Any Storm Build with less than 3 slots in Stamina is probably going to have endurance issues. Storm is already high in its usage for endurance, and if you are adding toggles, you will get drained dry pretty quickly. And you have no powers to refill your blue bar. -
The Tarantula is actually quite good. It does some decent tanking and pretty good damage. The biggest problem I have with it is when I'm fighting Arachnos, I find it confusing. (Why can't I target that damned . . . oh, it's my pet!) What makes Mace Mastry so tempting is a very good S/L/E defense-based shield, plus some -Resistance in Poisonous Blast . . . and the pet, of course. Who says a Mind Controller has to go without pets, when you can have a spider, a tornado and a lightning cloud?
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Quote:My Plant/Kin is definitely my favorite Kinetics character. The good control lets me use the great Kin buffs in relative safety. Plus, Plant has decent damage, too. Fire/Kin has good damage, but gives up some control. Ice/Kin, Elec/Kin and Earth/Kin all have good control, but lack damage. Ill/Kin has synergy issues and a lack of AoE damage (but decent single target damage). Plant works best near melee but not in the middle, so it is best to be at the edge of the buffs. I found good maneuverability to be pretty important.you basically outlined why ive never been fond of playing kin, its not the poeple asking for sb its the lack of protection it offers that ive found unappealing
ive currently only tried to play it on corrs but i may try it on a troller at some point
I also have a Kin/Elec Defender at 50, and I've started several other Kinetics characters. The Defender was designed to be an endurance drainer (but Elec control is better). He basically plays like a buff-bot who throws out attacks every now and then. But I must admit, the combo of Fulcrum Shift+Power Boost+Thunderous Blast+pop a blue+Transference+Short Circuit is pretty impressive. -
Quote:Part of the problem that I'm not all that fond of my Fire/Kin is the combination of limited control and squishiness. Sure, great damage, but I find it frustrating to die too often (admittedly, I usually solo on her). Kinetics has virtually no defense or mitigation, so you have to rely upon the primary for protection. Plant can generate that protection with the Seeds+Roots combo AND Creepers drawing aggro AND Vines. Fire pretty much has Flashfire and Cinders.And just another point for clarity. It's not a squishiness issue or even an effectiveness issue; for whatever reason I've never found the character "fun" so I'm looking for other perspectives on the combo to see if it helps.
Why else to like a Plant/Kin? It is a unique combo of very good control plus good damage. I love confuse effects in part because so many people don't like it and Confuse usually lasts longer than other types of control. Plant is also unique in that it has the most interesting pet and the unique effect of Creepers. I found that invisibility really made my Plant/Kin a lot more fun to play, since I can use more strategy on how to use Seeds. I play mine solo sometimes, and I let Twoey do some tanking and herding by leading him into battle while invisible.
But most of all, I liked the name.I did a pretty good job at making the costume fit, too.
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I have a Plant/Kin named "Flora the Explorer." She was started as a designed duo with an Elec/Shield scrapper. It really was a wonderful match . . . the scrapper would run in to grab the aggro (Shield is great for that) and gather the group into a tight bunch. Then I would hit them with Seeds+Roots+Fulcrum Shift. Then he would smash them with Lightning Rod or Shield Charge to wipe out the group.
With Speed Boost, his AoE attacks came up fast. Since he was drawing the aggro, I didn't get killed much. I found a key to my effectiveness was Invisibility from Super Speed+Celerity Stealth IO -- it let me get in the right position to get almost the entire group with Seeds.
Currently, Flora still gets pulled out fairly often. On teams, I usually float overhead, playing "throw out some controls, then buff-bot" playstyle. She has both Superspeed+Stealth and Fly/Hover.
I'm going to keep that build, but I have plans on breaking one of my "principles of controller builds" and making a S/L softcap build -- just because this build looks so very nice. One advantage of Plant is that there are three powers that can easily be skipped depending upon your secondary: Entangle, Spore Burst and Spirit Tree. On Kinetics, I dislike IR -- I find it annoying to have to recast every few minutes. And Repel can be fun but is certainly skippable. With five skippable powers, it is easy to fit in the Fighting Pool and Maneuvers without having to trade off other important powers.
Plant is a little bit weak on Single Target Damage, so this build has Seismic Smash. It tries to take advantage of the strengths of Plant and Kinetics without trade-offs to get added defense. I hated having to spend 3 extra slots on Boxing, but that's really the only "mule" power. So, here's the build I'm working towards as my second build for Flora -- I'm not there by a long shot, but it sure looks nice:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Plant-Kin Softcapped S-L: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(27)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(43)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf(21)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(37)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Siphon Speed -- Acc-I(A), Acc-I(21), RechRdx-I(27), RechRdx-I(36)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), EoCur-Acc/Hold/Rchg(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(40)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Carrion Creepers -- Posi-Dam%(A), ImpSwft-Dam%(33), HO:Nucle(33), HO:Nucle(33), RechRdx-I(34), RechRdx-I(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 30: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(46)
Level 32: Fly Trap -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), HO:Nucle(39)
Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43), Acc-I(50)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(46)
Level 44: Seismic Smash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), HO:Nucle(48)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal(50)
Level 50: Nerve Radial Paragon
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
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Illusion and Time have great synergy . . . but it kind of sucks having to wait until level 38 to get your Recharge buff. Time adds some AoE control that Illusion lacks. It used to be that only Radiation had Resistance Debuffs/Defense Debuffs/Recharge buff needed to make Phantom Army better, but now Time offers all three as well. And Time has good -Regen for taking down AVs.
Admittedly, Temporal Selection can't be used on the Phantom Army guys, but you can use it on Phanty. Admittedly, the PB AoE aura isn't as effective on a character that is usually best played from range, but I took it anyway and I find uses for it -- after PA have grabbed all the aggro, I can run in and debuff. (And even Rad has Choking Cloud, which is pretty much useless on an Ill/Rad).
I would say that with the addition of Time, the three best secondaries with Illusion are Radiation, Time and Cold. -
I have one, too. My build has a substantially different focus than yours, however. Here is my "intended" build. I'm not nearly there yet, but I think it will be a beast when finished. The 4 procs in Freezing Rain add up to decent damage. Plus it has two AoE attacks and a nearly perma-pet. Burnout means that I can always get all my powers back in an emergency.
It will be a bit tough on endurance, so Cardiac will be needed. But then, Cardiac has several other nice benefits for a Mind/Storm, since it can buff Range, resistance, Sleep and Fear.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Mind-Storm : Level 50 Mutation Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(46)
Level 1: Gale -- Acc-I(A)
Level 2: Levitate -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(7), Apoc-Dmg/EndRdx(13), Apoc-Dam%(19)
Level 4: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(31), HO:Nucle(37)
Level 6: Snow Storm -- EndRdx-I(A)
Level 8: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(34), CoPers-Conf%(37)
Level 10: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(11), FtnHyp-Sleep/EndRdx(43), FtnHyp-Plct%(43)
Level 12: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(25), LkGmblr-Rchg+(43)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Achilles-ResDeb%(17), Posi-Dam%(29), LdyGrey-%Dam(29), ImpSwft-Dam%(37)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(31)
Level 22: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(40), G'Wdw-Acc/Hold/Rchg(46)
Level 24: O2 Boost -- Heal-I(A)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(50)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33), Mlais-EndRdx/Conf(34)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Dev'n-Hold%(40)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Disruptor Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(46)
Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 49: Burnout -- RechRdx-I(A)
Level 50: Cardiac Radial Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Jump-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Quote:Start with the cheap-n-easy ones: Multi-strike in Hot Feet. Stupify (with a common Recharge in place of the proc) in Flashfire. Efficacy Adapter in Transference.I'm not rejecting IO sets, I just don't really have any and don't even know where to start. I'm better at figuring out which ones to sell than which ones to use. Thanks for the advice.
Where the bonuses really become powerful are when you stack a bunch of them to result in a major change. But that usually takes planning to focus on certain bonuses. -
Hmm . . . I have a Street Justice/Energy Armor Brute. Energy has a stealth, and I put an Unbounded Leap Stealth in Super Jump. As long as I turn my taunt aura off, I can run up to foes and /e Dance without drawing aggro if I am running the stealth armor and Super Jump.
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There are many advantages from using IO sets, not just the bonuses. Most sets will provide greater enhancement for several attributes than you can get with common IOs alone. For example, a full set of Multi-Strike in Hot Feet will give you good Acc, caps Dam and EndRdx, plus some Recharge. In many cases, you can mix-n-match IOs from different sets to get really great slotting -- this is referred to as "Frankenslotting."
Many of the popular sets are expensive. 4 from the Basilisk's Gaze set will give you a Recharge bonus of 7.5%, but they are pretty pricy. In a power like Char, you can use 4 Baz Gaze, and then add an Acc/Dam and a common Damage. That gives you good Accuracy, some Damage, some Hold, some Rech, some EndRdx. You can get some of these expensive IOs using Reward Merits or Alignment Merits (Hero Merits or Villain Merits). If you don't know about those, check Paragon Wiki.
Using sets will substantially help your endurance issues. Most sets incluse some EndRdx. You can also slot Super Speed with an EndRdx and that will help.
If you look through the guides and other posts on the forums, you will see a ton of expensive builds, many of which are intended to get high Defense or Recharge with Set bonuses. It has become a popular mini-game within the game to make a min-max build. But even if you don't do a full min-max build, just using some cheap sets will substantially improve your build. Put Touch of the Nictus in Transfusion. Efficacy Adapter in Transference. Use 5 Stupify in Flashfire (leave out the Knockback proc and replace it with a common Recharge).
There are several options for some powers depending upon what bonuses you may want. If you want ranged Defense, then Blood Mandate in Fire Imps. If you want Recharge, then Expediant Reinforcement.
Take a look around the forums at the various Fire/Kin threads. Play around on Mid's Builder to see what might work. It can be fun. -
Quote:Not only that, but the Customer Service folks are obligated to provide service to the VIP customers (their paying customers) first. One of the benefits of going VIP is priority customer service.And it's possible that the person with whom the correspondence was being held works a flex schedule with a shift that ends at a non-standard time, had to go pick up a kid, got sick, or otherwise became unavailable, and the communication did not automatically go to someone else.
Things happen. When I communicate with tech support electronically - for anyone, not just CoH - I don't expect any response other than whatever automated stuff the system sends out in anywhere near an hour and a half. The folks who work in support typically are juggling a lot of issues at once. -
There is nothing in the City of Data entry that indicates that LR cannot stack on itself . . . but I don't really see it making that big a difference. The Slow cap is 90%, and LR alone is 75% without enhancement. The Recharge cap is 75%, and LR gives 75% (which cannot be enhanced). The - Regen in LR is 500%, which is only significant on AVs and the short time that you could stack it is virtually insignificant.
There are a lot of things that could be done with this build. It really depends on your focus and playstyle. I did not build my Elec/Rad for Defense, and instead I rely upon control and playstyle. I let the Tank and melee guys go in first and gather foes in more tightly, and then hit them with Static Field + Chain Fences, then run in with Choking Cloud+Conductive Aura, then hit an anchor foe with Enervating Field. Sometimes I will use Synaptic Overload as an alpha, but most teams move so fast that I have to run ahead to make it useful.
One thing I would suggest you consider is trying to get 5 of the purple set for Sleep (Fortunata Hypnosis) in Static Field and the Confuse set (Coercive Persuasion) in Synaptic Overload. (If you insist on going for Ranged Defense, 6 Coercive Persuasion gives 5% Ranged Defense!) Both sets provide 10% Recharge, and they are the cheapest of the purple sets. The proc in the confuse set, Contagious Confusion, is wonderful, as it lets you stack confuse to be able to hit bosses. It also does not draw aggro, unlike the damage proc in Malaise.
The main reason to take the Psi APP pool is for Indomidible Will to get mez protection. The other powers in the pool are OK but not as good as other sets. That Mez protection will prevent mez from turning off Choking Cloud and Conductive Aura. If you don't want the mez protection, I would go with Ice or Fire or Earth. You could go with Earth, get great melee attacks in Fissure and Seismic Smash, and build for Smash/Lethal Defense instead of Ranged. Just a thought.
In my build, I have Chain Fences. The AoE Immob prevents foes who are not held from running out of my Choking Cloud+Conductive Aura area. If you can afford the Grav Anchor set, that Chance for Hold proc is wonderful. If not, you can slot it up with Acc, EndRdx and procs.
I'm not a big fan of the Stealth Pool. If I want invisibility, I go for Super Speed and a Stealth IO for full invis. Since I take Hasten anyway, I don't use a new pool. I would rather have Combat Jumping for a mule power for a Luck of the Gambler Recharge, since CJ also provides Immob protection and air mobility for almost no endurance. If you are taking Hover and Fly, you can also take Afterburner for another place for a Luck of the Gambler Recharge. (Afterburner gives some nice Defense if you have to run away or stealth past Rikti Drones.) Another LofG Recharge can go in Indomidible Will if you take it.
Choking Cloud really needs to be slotted to the ED cap for Hold. My Illusion/Radiation Guide explains why -- essentially, because of the unique way CC works, slotting it for less makes it far less effective. You also should have a LOT of EndRdx. Since Choking Cloud is a key power for an Elec/Rad, effective slotting is essential. If you can fit it in, the Lockdown +Mag 2 proc is wonderful in Choking Cloud since it helps stack mag. See the slotting in my Ill/Rad guide.
I would rather have a full set of Efficacy Adapter in AM than Jolting Chain. Then you can put procs in Jolting Chain, like the Devastation Chance for Hold.
If I have enough Global Recharge that LR is perma and I have enough global Accuracy bonuses, I only slot LR with a single Acc in the default slot. That works very well. When you have an AoE Immob like Chain Fences, then the Slow in LR is only useful for the -Recharge (and -Regen for AVs). I don't consider LR to be all that significant, especially if you have an AoE Immob. The -Recharge is nice for large groups, and the -Regen is the most important part of the power for dealing with AVs.
I would never underslot Stamina on a */Rad. Running Choking Cloud, RI and EF while using other powers can drain your endurance. Two EndMod and then the Perf Shifter proc in the third slot. Add the Numina or Miracle proc in Health. If you have the Numina proc already in Health, did you know that you actually get more overall Regen from using a Numina Heal in a second slot than the Regen Tissue Proc? -
As tempting as Illusion/Dark or Dark/Storm are . . .
I already have 4 level 50 Illusion/* controllers, plus 3 more in the 30's. AND
I already have 4 level 50 */Storm controllers, plus one more in the late 40's and a few lower than that.
So I'll probably go with a Dark/Dark to get both sets out of the way. I already have a Dark M/Elec Defender and a Thugs/Dark M Mastermind at 50 and a Fire/Dark M Corrupter in the 40's, so Dark Miasma is pretty familiar. -
As a general practice on this forum, you have a better chance of getting a response if you post the build along with the data chunk. Many of us would prefer to look at a listing of the build before loading up Mids, to see if there is something in the build worth commenting on.
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Quote:Simple: Once Creepers is out, the invisible pet follows you very slowly. In an emergency, wouldn't it be handy to re-cast Creepers where you want it to be, rather than have to wait for it to catch up with you? On a fast moving team, I find that I can easily outrun Creepers so that it doesn't show up until too late.I don't see how Burnout will help you with Creepers, at least if you have them perma. Once you summon new CC, the old ones go away.
I can see it being sort of helpful for Vines. Personally I tend to hold Vines in my back pocket for those situations since Seeds does recharge rather quickly. Still, I wouldn't take Burnout unless I were at level 49 and just did not know of anything more compelling (there usually is).
Besides, it takes a fair amount of Recharge to get Creepers perma, and not everyone has a fully IO-ed out build as soon as they reach 50. Later on, once you have all those Recharge bonuses, Burnout may not been needed as much. -
Quote:The Celerity Stealth AND the Unbounded Leap Stealth both work in Sprint and all of the prestige sprint powers. Celerity Stealth also works in Super Speed. I wouldn't recommend putting it in an auto power (Quickness) or a Click power (Speed Boost).Does it work in Sprint? Thought they had changed that. When I slotted my first celebrity +stealth recently I could swear sprint was not eliglble for it but I was able to put it in the vet sprint powers.
Sometimes I will use one of the Prestige Sprint powers to make it easy to tell when I have it turned on. -
Well, at this point I have a Plant/Kin, Kin/Elec and a Fire/Kin all at 50. I have to say the Plant/Kin is my favorite. (Part of it may be that I like the character name/concept--her name is "Flora the Explorer") The AoE control/damage of Seed+Roots+Creepers+Fulcrum Shift+Roots+Siphon Speed+Roots is pretty impressive. Then add in some Fissure. Seismic Smash helped to take care of the main weakness -- single target damage and controlling Bosses.
I made this character as an intended duo with an Elec/Shield scrapper. He would run in to gather the group before I would hit them with Seeds+Roots+Fulcrum, and then he would Lightning Rod or Shield Charge them all dead. My speed boost kept at least one of his two AoEs up for every group.
I originally made the Kin/Elec to be a sapper . . . and found out that he's not that great as an AoE sapper unless he can use Power Boost. He also has a good name/concept -- he wears Egyptian garb, and is named "Sultan Battery." (say it out loud.)
I made the Fire/Kin just to see why they are popular ... it's OK, but she actually dies a lot more than my Plant/Kin. -
Quote:I love the show. The concept, the characters, the writing (most of the time) and the actors are great. I love the casting of the guest stars. It has been my favorite show during its entire run . . .I am not sure if there is a thread about this so here goes. This show is surprisingly good and a joy to watch (most episodes). So, sing a petition and bring it back!
http://www.youchoose.net/campaign/save_chuck_nbc_show
But I think "Chuck" had its run. Shows based upon "romantic tension" almost always run out of steam (pun intended) within one or two seasons after letting the main characters get together/married. I will certainly miss the show, but I would rather see it go out well than see it fumble around with mediocre episodes. I think the writing was starting to struggle with good stories. There were some great moments, but the overall stories were struggling. (I think my single favorite funniest moment in the show was Jeffster playing "Push It" in the maternity ward.) -
Quote:You pretty much nailed it. Chuck ends up with the Intersect 2.0, which is the way it should be.I also thought that maybe Sara does totally forget Chuck but after seeing they had a past gives it a shot and they find that they do actually love each other. It will also be the way for them to get completely out of the world of spying and having that white picket fence world together.
BUT I have heard that its a bittersweet ending (but satisfying) and that's too pretty of bow tied around it.
I did love it when Jeffster saved the day. -
Quote:One correction: Only Phantasm has Knockback. Phantom Army and Phantasm's Decoy do not have knockback. One big problem with trying to get Fulcrum Shift on Phanty is that he has a good chance of knocking back the foe you have targetted for Fulcrum Shift.Both ill and kin are great sets. I have an ill/kin that I did enjoy playing a lot. I used him a lot for the Old Posi TF.
Some thoughts:
Only Phantasm gets the benefit from the kin buffs like FS.
The knock back on Decoys/Phantasm can interfere with the more close combat buffing style of kin.
Siphon speed is a great help for getting Decoys out more. Grab hasten as the more you have PA out, the better, safer and more damage you'll do.
Superior Invisibility is an End Hog, but a lot of fun with confuse and useful with recall friend on TFs
In the Ill/Dark thread, I outlined the various benefits that a secondary can give to Illusion. Illusion is a great primary. Kinetics is a great secondary. Together they are . . . OK. It is not a BAD combo because both sets are so good, but they have some synergy issues.
The most important power in Illusion is Phantom Army. PA can't be buffed other than from enhancements slotted in the power itself. So your Siphon Power, Fulcrum Shift, ID, and Transference and Transfusion have no effect on Phantom Army. The only Kinetics power that provides a benefit to PA is Siphon Speed, which will help PA recharge faster.
Since PA can't be buffed, the only way to make them hit more often is to apply Defense Debuffs on the foes. And the only way to make PA hit for more damage is to apply Resistance Debuffs to foes. Kinetics does not have Defense or Resistance Debuffs. (Rad and Time have both kinds of debuffs plus a Recharge buff. Several other sets have both Resistance and Defense Debuffs.)
Illusion is a single target damage set that works best from range. Kinetics is best with AoE damage in melee (like Fire's Hotfeet).
Phantasm has knockback, and is the only pet who gets benefit from your buffs. Kinetics' buffs are mostly siphon-type buffs where you need to get near the foe. . . . But Phantasm has a tendency to knock back the foes just as you are trying to siphon off of them.
Illusion does have Deceive, which lets you confuse a foe for a long time while you use that foe as a "Battery" for your siphon powers.
Basically, Ill/Kin is powerful because Illusion is good and Kinetics is good, and not because they go well together. Ill/Rad and Ill/Time are the best combos for synergy. Ill/Cold is close -- it doesn't have a Recharge buff or a self heal, but it has stronger single target debuffs.