Local_Man

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  1. Quote:
    Originally Posted by Archmage MC View Post
    I personally use ill/cold for my mage character. While you can make anything but trick arrow work, Anything with Fire, Cold, or Arcane (yay Warcraft) works the best. Thermal is 'meh' if you wanna solo GMs, so that was out for me. And I didn't like how busy /Rad was, not to mention the end problems it has.
    Actually, for a mage character, why can't be he be an archer, too? Why not an Elvin Archer/Mage?

    And Rad is too "busy" compared to Cold? 2 of Rad's 3 Debuffs are toggles, while Cold's Benumb, Infridgidate and Sleet and Heat Loss are all click powers, and two of them are single-target only. I find Cold to be a lot "busier" than Rad.

    Quote:
    So I went /cold. No end problems once you get heat loss for you or anyone in the mob. (SS/Fire/soul brutes love me.) Sleet gives you another layer of control along with drastically increasing everyone's damage and making the mobs easier to hit, and benumb which debuffs EVERYTHING besides resistance. Its scary that once you benumb a GM, those mezzes don't hurt anymore, their damage falls to almost nothing, and other fun stuff like cutting their regen to 35% of what it normally was. Not to mention it gives a ton more -res to a single target and comparatively the same as a /rad for groups. 110-130% -res on a GM makes it die so much faster. You just need more purple sets to get perma PA is all.

    Oh, and the def shields. Nice giving 12% def to all to all your killable pets like Tarantula and Phanty and the party.

    Basically as I see it. /rad if you wanna have an easier time with groups but have a harder time fighting a GM/AV, or /cold to lose a bit of group debuffing for more GM/AV debuffing. And Arctic Fog is nice, 60% slow resistance on top of winter's gift's 20% is very very nice.

    Downside to /cold is that it gets sleet and heat loss at 35/38, so its a late bloomer.
    I agree that Cold has stronger debuffs on a single tough target (like an AV) while Rad is better for groups. Both sets are great. I think the big downsides for Cold are (a) it is a late blooming set, (b) no self-heal and (c) no self-Recharge buff. Rad also offers some AoE control (EM Pulse and Choking Cloud) and some quirky damage (Fallout) that is lacking in Cold.
  2. My experience with Electric has been playing an Elec/Rad Controller and an Elec/Earth Dom. Electric is one of the lowest damage Control sets. Therm has no damage to help out. Thus this would probably be a team-only character, especially with Therm's several ally-only powers -- you could solo if you built for it but it would still be very slow. I can solo my Elec/Rad, but I rely heavily on the pets and my APP damage, and it still is pretty slow.

    The Alpha Strike really is not much of a problem in most of the game. Static Field (the Targetted AoE pulsing Sleep Patch) makes a great Alpha-stopper, and then you can run into the group to drain endurance while the bad guys nap. You also get Synaptic Overload, which is a great Alpha Strike killer -- if it hits. (It really sucks when it misses.) My Elec/Rad has the combo of Conductive Aura/Choking Cloud. Your Elec/Therm won't have a second PB AoE aura to help Conductive Aura be more effecive.

    Endurance shouldn't be too much of a problem if you use Conductive Aura+Static Field a lot . . . you get some endurance from Static Field in particular if you stand in the area affected.

    To me, Electric Fence is the only Optional Power in Electric. It is skippable if you never solo. Personally, I like Jolting Chain as a short-term AoE control -- it is nice to disrupt a crowd long enough to do some other things, like throw out Static Field or let a teammate run in to grab aggro.

    Personally, Electric Control is not my favorite control set. I find it frustrating on teams, as any other player with AoE DoT will destroy the sleep effect of Static Field. Any AoE with -Knockback will make Jolting Chain ineffective. I absolutely HATE teaming with a Fire Controller who uses Fire Cages all the time because Fire Cages wipes out two of my control powers. I also find the Gremlins to be disappointing . . . they are squishy and don't do as much damage as they should, and their version of Jolting Chain will knock low level foes all over the place. Still, Electric Control presents some interesting strategy on handling foes.

    Therm is a kind of mix up of parts of Emp, Rad and Sonic. It is a good support set, but pretty poor for solo play. Six of the nine powers are ally only. The last two powers are decent debuffs. It think it probably works better with a ranged control set like Earth or Mind. There really is no synergy between Elec Control and Therm. It may be a good character for helping out a team anyway.
  3. Local_Man

    Farewell

    Sorry to see you go Zikar. You started about the same time I did (Christmas 2004, it took me 2 months to find the forums). We had some discussions over on Unleashed before I left.

    I understand feeling burned out. If it weren't for a few regular buddies that I team with on a regular basis, I might have burned out, too. Sometimes it is time to move on. Maybe you'll be back some day.
  4. Interesting changes and choices . . . I'm curious how well it plays.

    I'm a strong advocate of the single-target blast from the APP set. Without it, you will have a gap in your attack chain. That blast helps you kill stuff faster, giving you a better chance to kill foes before the heal-back from the Illusory damage. So you are not only doing more damage faster, but you get to keep more damage that might otherwise heal back. Another advantage is that you get a different damage type for Psi-resistant foes. But I know quite a few people have gone the other way, so you won't be the first. (Even tonight, I teamed with a guy who I have always considered a good player, but his Ill/Rad was missing Spectral Wounds. Go figure.) I think it would take a lot of testing with HeroStats to determine which is actually better, but I suspect that my Blind-SW-Blast-SW kills stuff faster.

    Blind: Consider moving that Unbreakable Constraint set to Flash (if you can find one more slot), and slot Blind with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. According to Mid's, your damage will increase by an average of 10 per use of Blind . . . and that's without having the erratic damage of a proc.

    RI: If you can afford them (and you should be able to with all those purples in your build), consider changing the 4 Dark Watcher to 3 Enzyme. Better slotting and you save a slot. You can make up the lost 5% Recharge by changing the slotting in Phantom Army.

    Phantom Army: I prefer to use 4 Expediant Reinforcement (leave off the Dam/End and the Proc) with the Dam/Rech and Chance for Build Up. You get more Recharge in the power AND a 6.25% Recharge bonus. Your build already has Perma PA, but more Recharge is good and gives you more flexibility.

    Defense: Your level of defense is not very high. You have 12.8% Defense in everything except Energy, Neg Energy and Psi (17.8%) and Ranged (15.3%). That's not enough Defense to make it worth while to build for Defense. I have advocated that Defense is not necessary for this build, while nice to have if you are willing to make the trade-offs. Personally, I would use your slotting on Maneuvers in Superior Invis, as your current slotting in SI will make it too endurance draining. Maybe drop Maneuvers for Combat Jumping (nice mule for a LotG Recharge while providing Immob protection and maneuverability for almost no endurance).

    If you have your heart set on slotting for Defense, you might want to re-think your APP/PPP choice and take one of the APP/PPP sets with a defense-based armor. But again, I don't think it is needed (but not everyone agrees with me).

    That Glad Armor proc is worth over 2 bil alone. And I don't think it is needed. The Panacea proc may also not be providing all that much help, since you have a self-heal power. A Miracle proc is probably better and a heck of a lot cheaper.
  5. Local_Man

    New Grav Tweaks

    Quote:
    Originally Posted by Tannim222 View Post
    Also, Dimension shift will be a targeted aoe, that can even be targeted in the air so as to allow the user to really choose the area of effect.

    I generally try to stick to a personal rule I made a few years back to not duplicate powersets in play so I could get a really different experience within each AT that I play. I could dust off my old Grav / Kin troller, but I've actually roled a grav /time troller to try out these changes with.
    I'm glad I don't have that kind of personal rule. I have 4 Illusion Controllers with different secondaries at 50 with a 5th getting there, and each one plays differently. I also have 4 */Rads and 4 */Storms. I have a Gravity/Storm that I finally got to 50 after trying Grav/Rad and Grav/Kin and Grav/Therm. Each combination of primary and secondary plays differently.
  6. Thunderclap is only Mag 2 and it is PB AoE. I like it on characters who have another Stun power for stacking (Earth, Grav, Fire), but I find it skippable on my Ice/Storm. At Mag 2, it only hits Minions.

    Tornado (if that is what you really meant) is much better considered a Damage/Chaos pet power than a debuff. I admit that I have Frostbite on my Ice/Storm specifically because of Tornado, but even without Frostbite, I would still take Tornado. (I have it on my Ill/Storm, who does not have an Immob at all.) Why? When things get hairy, Tornado will throw foes all over the place, giving you a chance to escape/heal/hibernate/whatever. Tornado is AUTOHIT, so it can take down those Paragon Protectors who just fired off MOG. And best of all, Tornado is a lot of damage on an AV or other tough target that can't be knocked back. Very useful, if situational, power.

    You have both Softcapped Ranged and S/L. I don't find that EITHER ONE is necessary, so I would say that much Defense is more than enough. Personally, I would go with one or the other (probably Ranged) and not worry about the other. With that much Defense, you may have made trade-offs that I would not want to make. Hurricane's ToHit Debuff should take care of any foes in melee, so I would be more concerned about Ranged Defense.
  7. Quote:
    Originally Posted by Treees View Post
    Hello all,

    Just wondering, why Level 50: Nerve Radial Paragon for Alpha?
    I was also suggested Spiritual for perma-creepers. I have no idea what to get for any of my incarnate slots, oh dear (although I'm mostly concerned about Alpha and Interface at the moment) (but advice on the others would be good)
    Nerve is appealing because it can enhance Accuracy, Hold, Defense and Confuse. Accuracy is badly needed by any Kinetics character, especially if you want to fight higher level foes. Hold is obvious. Defense: Even if you are softcapped to S/L, this helps with all your other kinds of Defense.
    And, of course, the softcap is higher for the Incarnate Trials. Confuse is pretty obvious.

    A Plant/Kin isn't as desparate for Recharge as other builds since it has Siphon Speed. You can also get Recharge from slotting bonuses.
  8. Questions like this belong in the Tanker section or the Player's Question section. This section is intended for posting of written guides and then questions directly from those guides.
  9. Quote:
    Originally Posted by Oathbound View Post
    Looking at City of Data, (Controller) Detention field is mag7.45, Dimension Shift is mag3. So it's not looking like DS will be very effective against AVs.
    I'm not positive about this, but I seem to recall that enhancing a Phase power with Intangibility enhancements increases the MAG. It does not increase the duration. So if you slot Dimension Shift with Intang, it might be able to do more.
  10. Local_Man

    New Grav Tweaks

    The changes appear to be:

    1. Gravity Distortion will set up "Impact" damage to increase the damage from Propel and Lift.

    2. Propel's animation time will be shortened and the velocity of the object will increase.

    3. Lift's Damage will be increased for Controllers.

    4. Dimension Shift will change to a Targetted AoE persistant effect that can be turned off by the player, but will last no longer than 20 seconds. Foes in the area or later entering the area will be immobilized and phased.

    5. Wormhole's AoE will increase from 15 feet to 20 feet, and it will no longer notify foes early in the animation, making it a much better initial attack. (But the knockback will not be changed.)

    6. Singularity will have increased damage from Lift.

    I think that is all of them that showed up in the Dominator's Thread. All of the changes are good, but there is a lot of discussion requesting that the Knockback be turned into Knockdown. Several other requests were not incorporated, but overall it looks like a nice boost to a set that needed it.

    The change to Wormhole will make it much more useful. I can see a team setting up a "death zone" in one location, and then the Grav controller wormholling foes in the area into the "death zone."

    I'm not sure if the change to Dimension Shift will make the power worth taking, but it could lead to an interesting strategy of setting up DimShift, and then Wormholling foes into the zone. The ability to turn off the Phase certainly makes it more appealing.
  11. Quote:
    Originally Posted by teflonshugenja View Post
    Well, I'd argue that dropping enemies into a Dimension Shift is at least as synergistic as hurling them into it (and maybe moreso, since with Wormhole's current KB magnitude it's entirely likely that you would hurl them clean through the DShift and right out the other end).

    But if this is going to be the case, can I offer a different suggestion? Move the -kb from Gravity Distortion Field into Crushing Field instead, making it consistent with the AoE Immobilizes from other sets. That way the Gravity player has the option, at least, of opening with CF and then using Wormhole to stun/relocate them if they wish to negate the scatter, rather than being at the mercy of terrain to do so. Note that this obviously means that you don't get to initiate with Wormhole and must therefore expose yourself to counterattack in order to do so.

    EDIT: Obviously I still think that just changing the knockback to knockdown is a better idea. It's simpler, almost certainly takes less effort, and doesn't muck with other powers or with mechanics like Impact. What it really comes down to for me is the idea that the primary control power in the set should not leave the player at the mercy of terrain features to manage what is almost universally considered an extremely detrimental side effect. This is the bread-and-butter control power in Gravity. Not using it cripples the set. I shouldn't have misgivings about using it on an open map, and I shouldn't have to leave myself open to scathing criticisms from justifiably irritated teammates when I do so.
    Adding -Knockback to Crushing Field would mess up one of my favorite things about my Grav/Storm controller -- Freezing Rain+Crushing Field as a knockdown field.

    While these changes are very welcome, I must admit that Wormhole would be far more useful if the Knockback were changed to Knockdown.
  12. Quote:
    Originally Posted by Codewalker View Post
    Bitter Freeze Ray usually isn't worth the trouble because it has a long animation that can get you killed in the middle of it.

    I'm another one who disagrees with this. My Ice/Ice Blaster was my second character I rolled up, so I've been playing him a long time. Bitter Ice Blast is effective as an opening attack on a boss, followed quickly by Freeze Ray. The Boss is the biggest danger, so once he is out of a fight, it all goes easier. I will also use it as an opener against other foes, since it does damage along with the hold. If you are tight on slots (and are willing to give up IO set bonuses or don't have access to IOs), you can use Hami-Os to slot BFR -- 1 Acc/Dam, 1 Acc/Mez, 2 Dam/Mez.

    The long animation is not a problem if BFR is the first attack. I don't use it that often in the middle of the fight but the long range makes it a good opener. Solo, one trick I have used is to cast Ice Parch on a corner, then fire BFR from range to take one foe out of the fight, then duck around the corner. When the other foes come after me, they hit the Ice Patch. By the time the first guy gets out of the hold, his buddies are probably dead. (One thing I find sad about IO set bonuses . . . you can now build pretty good defense on a character who was never meant to have Defense, making tactics like this unnecesary most of the time.)

    Another way to stack mag (admittedly unreliably) is to use the Devastation Chance for Hold procs in your blasts. You may have to give up some other nice IO set bonuses to use them, though. Most of the time, however, you can stack Freeze Ray's Hold if you have decent Recharge on the character and in the power. It only takes a few seconds for Freeze Ray to Recharge.
  13. Quote:
    Originally Posted by Hopeling View Post
    I've tried hitting him with Web Envelope on my Bane, and it didn't stop him from jumping, but maybe if you stack enough of it? I'll check out his attributes next time I do a Lam.
    I did a Lambda last night with my Earth/Storm. Quicksand did not do enough to stop him from leaping . . . but it is a location based power and he moves around. I spent a fair amount of time dodging all of the other guys so that I wasn't sure that Marauder was in the Quicksand when he jumped.
  14. Quote:
    Originally Posted by Zombie Man View Post
    D'oh!

    You're right.

    Then Marauder only has AV class -Jump resistance.

    Problem is there aren't too many powers with -Jump to throw at him.

    Some Soldier with Surveillance should check it out (-Jump protection even shows up under Combat Attributes).
    Hmm, Earth Control's Quicksand has a whole bunch of -Jump. I have to try using it the next Lambda I do with one of my Earth Controllers.
  15. Here is my current build for "Bull Shield." No purples at all. I didn't slot for Melee defense because one shot of Perry puts me past the softcap. He is very effective and durable. I went with Cardiac for the alpha because BS's Recovery is good enough most of the time, but on really long battles, he would sometimes lose some blue bar. Also, the boost to Resistance helps.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Bull Shield: Level 50 Technology Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
    Level 1: Deflection -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(7), GftotA-Def(15), GftotA-Run+(23), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(48)
    Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(31)
    Level 4: Battle Agility -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(7), GftotA-Def(15), GftotA-Run+(23)
    Level 6: True Grit -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(11), Mrcl-Heal(17), Mrcl-Heal/Rchg(17), ResDam-I(42), Heal-I(42)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Super Jump -- Jump-I(A)
    Level 14: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(37), RechRdx-I(43)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(25)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 28: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(48)
    Level 30: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), RechRdx-I(34)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(37), RechRdx-I(37)
    Level 38: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 41: Hasten -- RechRdx-I(A)
    Level 44: Super Speed -- EndRdx-I(A)
    Level 47: Grant Cover -- LkGmblr-Rchg+(A)
    Level 49: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(50), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(45), Mrcl-Heal(45), Mrcl-Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run


    Code:
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  16. Quote:
    Originally Posted by Biospark View Post
    Thanks for the reply Kioshi,

    You and Miladys have given me good ideas to consider.

    Regarding Hot Feet, my original plan was to leverage this power because of the large area and multiple effects. CE was not going to be used because it seemed more limited.

    After trying Hot Feet in many ways, It seems rather lack-luster (currently 2 SO end reduction in it). Perhaps with some more slotting (damage in particular), it may be more handy in every fight. Here is the problem I noticed using it; Mobs don't seem slowed enough to stop them from reaching and taking a swipe at me prior to the fear effect kicking in. Then the fear kicks in and, seemingly the slow effect as well, so they try to move away. But when their next attack cycle kicks in, they have to make choice between smacking me or continuing to run away. The choice is often to hit me. All that I seem to manage is some dot damage at a VERY high endurance cost. Is it worth slotting slow ?
    My thoughts are to go for Endurance reduc, Damage, and perhaps a proc or two.
    My slotting for Hot Feet at level 50 on several of my Fire controllers is: Dam/End and Acc/Dam/End from Scirocco, Dam/Slow and End/Slow/Rech from Tempered Readiness, Acc/Dam Hami-O and a common EndRdx. That slotting caps Damage and EndRdx, good Accuracy and good Slow. You also get a decent Regen and small Recovery bonus.

    For my Fire/Rads, that slotting keeps the foes in the area of Hot Feet longer, which also keeps them in the effect of Choking Cloud longer. So, I find that Slow helps. Whether it will help with a Dominator? I haven't played a Fire Dom yet. (I have a Mind/Energy and an Elec/Stone in upper levels, with several low level ones.)
  17. Local_Man

    mind/time?

    I see a few small changes that could be made to this build:

    Confuse and Mass Confusion are both no-aggro powers, but putting a damage proc in each power will ruin that. This will keep you from being able to stack mag on bosses. If you can afford it, put 5 of the Coercive Persuasion purple set skipping only the pure Confuse in Confuse. The Contagious Confusion proc turns this single-target confuse into an occasional multi-target confuse. Drop the damage proc from Mass Confusion.

    Pacing of the Turtle is a lot of slots for not all that much return. Time Crawl only needs a single Accurcy in the default slot. The other slots can be better used in other places. You can make up the Ranged Defense by moving the Lockdown set to Total Domination and using all 6 from the set -- you actually get slightly more Ranged Defense. Move the Baz Gaze set from Total Dom to Dominate, and use the last two slots for an Acc/Dam Hami-O and a common Damage. Change the Ghost Widow set in Time Stop to another Baz Gaze set. You end up with more Recharge, more Defense and you still have 2 more slots left. Those two slots can go in Health and Stamina, or anywhere else you want.

    Change the Flightspeed in Fly to EndRdx or a Stealth IO -- since a few issues ago, Fly is now at Flightspeed cap without slotting.
  18. The only thing that jumps out at me is that you could replace the triple in GD with an Acc/Dam or Dam/Mez Hami-O. I'd go with the Acc/Dam. Also, if you find another slot to add more damage to GD, it might help.

    Most times, I would suggest skipping the Invisibility pool and use Super speed with a stealth IO in place of Fly and add CJ for your LotG. You can use a Raptor Pack if you need to fly. However, I can see why you have Grant Invis, and the Fly pool opens up Afterburner.
  19. Quote:
    Originally Posted by FlashToo View Post
    Currently it's "cross my fingers and hope." Naturally, this is insufficient. I've been fiddling around in Mids trying to come up with something that will survive alpha, but I've yet been unable to softcap even one kind of defense, so that's clearly not the route I ought to take.

    I'm probably thinking about this totally wrong and there's some way of going about this by way of power usage and being good at playing controllers that I'm missing, too.

    Basically, given these power sets and Teleportation as my travel power, how do I not die?
    What I did on my Grav/Storm who mostly solo'ed: You need invisibility -- try super speed with a Stealth IO. Then lead Singy in to take the aggro. Give him a few seconds to draw the aggro, then do your buffing and single target attacks. I suggest you buff Singy with ID a lot, and slot both of the +Resistance for Pets procs.

    The problem you will have with Grav/Kin is that Singy's repel aura will un-bunch your foes, but that's better than dying. Singy makes a great tank.
  20. A level 49 power for a Stalker? If you mostly team, you could consider Recall Friend. Assemble the Team only works once with a long cool down. If you do a lot of TFs, then Recall Friend could be handy.
  21. Quote:
    Originally Posted by DoctorWhat View Post
    Been trying to make a controller for awhile now, but none has held my interest for long. This one might, but I'm in L-O-V-E with a TW/FA Brute I made at the moment.

    Doesn't mean I can't make a build for it though. Massive recharge (Higher if I slotted full Purples), Proc Happy, Hasten just 7.5 seconds shy of Perma, Muscular Core for more damage (And Longer Immob), Reactive Radial Interface for more damage (And some -Res) Ion Core, Ageless Core, Cimeroran Core...

    I opted out of Epics to devote more slots to the plant and storm powers, picking up a few Proc mules (SS, Hover and Afterburner) and an Òh Nuts`button (Burnout). A stealth proc in Combat Jumping because I am horrible at positioning with Super Speed. Combat Jumping and Steamy Mists will be left on, Hurricane if I need to play baddie pinball OR anything is about to get close. Snow Storm would be dropped on EBs/AVs.

    Mind I'm not that experienced on Controllers, so there you go.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Plant-Storm Cont Prototype: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed

    Hero Profile:
    Level 1: Entangle -- TotHntr-Dam%(A), TotHntr-Acc/Rchg(3), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(5), Apoc-Dam%(25)
    Level 1: Gale -- Empty(A)
    Level 2: Roots -- TotHntr-Dam%(A), Posi-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(42), Posi-Dam%(43), GravAnch-Hold%(43)
    Level 4: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Rchg/Hold(50), Lock-%Hold(50), G'Wdw-Dam%(50)
    Level 6: Spore Burst -- CSndmn-Heal%(A), CSndmn-Acc/EndRdx(7), CSndmn-EndRdx/Sleep(7), CSndmn-Acc/Rchg(45), CSndmn-Acc/Sleep/Rchg(45)
    Level 8: Seeds of Confusion -- Mlais-Dam%(A), Mlais-Acc/Conf/Rchg(9), Mlais-Acc/Rchg(9), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(37)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(31)
    Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 14: O2 Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 16: Freezing Rain -- AnWeak-Acc/Rchg(A), RechRdx-I(17), ImpSwft-Dam%(17), LdyGrey-%Dam(34), Posi-Dam%(46), Achilles-ResDeb%(48)
    Level 18: Vines -- Lock-%Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(29), UbrkCons-Dam%(46)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
    Level 22: Snow Storm -- ImpSwft-Dam%(A), EndRdx-I(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(31)
    Level 26: Carrion Creepers -- ImpSwft-Dam%(A), Posi-Acc/Dmg(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
    Level 28: Fly -- Zephyr-ResKB(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34)
    Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), Achilles-ResDeb%(46)
    Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Dev'n-Hold%(43)
    Level 41: Hover -- LkGmblr-Rchg+(A)
    Level 44: Afterburner -- LkGmblr-Rchg+(A)
    Level 47: Super Speed -- Winter-ResSlow(A)
    Level 49: Burnout -- RechRdx-I(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ion Core Final Judgement
    Level 50: Ageless Core Epiphany
    Level 50: Musculature Core Paragon
    Level 50: Cimeroran Core Superior Ally
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



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    I have a lot of experience with Controllers -- 11 or 12 of my thirty-something level 50s are Controllers. I try to squeeze some damage out whenever possible without disrupting the core aim of being an effective controller. I generally don't build for Defense, but acknowledge that Defense can be good to have. I usually build for Recharge and Recovery. In looking at your build, here are a few thoughts I had.

    Strangler: The single target hold is almost always the best power to take first . . . not that it really matters all that much. Often the single target Immob is skippable, depending upon the build and the goal of the build. My usual suggestion is 4 Baz Gaze, and at level 50, an Acc/Dam Hami-O and a common Damage IO. Strangler should be used as your first single target attack after your AoEs.

    Roots: Most controllers with AoE Immobs slot them for Acc, EndRdx and then procs. However, Roots is twice the damage of other AoE Immobs, so it is definitely worth slotting for Damage. Roots is a key part of the Seeds+Roots combo that Plant relies upon heavily for its AoE control+damage. This power has a 20% Acc penalty, so it NEEDS good accuracy. The 5 from the Posi-Blast set works well, since you get a nice Recharge buff, the damage in the set is capped and you can still add the damage proc in 5 slots. What you put in the last slot depends on your build and playstyle -- you might need more Acc/EndRdx, or Rech, or you could add an extra damage proc.

    Entangle: Roots handles the job of Immob almost all the time. To me, the purpose of the single target Immob is one of two options -- take it fairly early as a damage power so that you can solo or do some single target damage, or take it very late as a way to try to Immob AVs and bosses. Plant is somewhat lacking in single target damage, so it is a viable choice to take Entangle as a single target damage power . . . but it should be slotted as a damage power. The Decimation set gives a nice Recharge bonus. I really don't see much benefit slotting it for Immob since the Recharge on the power is much shorter than its duration. The only exception to that is if you are slotting for Defense -- Enfeebled Operation has good S/L defense, and Trap of the Hunter has good Ranged Defense . . . but then you are giving up the damage which is the main purpose of having this power.

    Spore Burst: The sleep power is mostly worthless on teams. It can be rarely used to keep that group over there from joining into the fight while you (or you and your team) deal with this group here. It is far more useful solo, but still not a very useful power. It is also useful as a set mule, since the Fortunata Hypnosis is the cheapest of the purple sets. This is a skippable power on its own, but can be added in if you mostly solo or want it for a set mule. The problem with using Call of the Sandman here is that you already have too many places for a 6.25% Recharge bonus, so I don't feel it is worth using 4 extra slots for that bonus here. I would drop it unless you are getting the purple Fortunata set.

    Seeds: The most important power in the Plant set. The main goals for slotting are Acc/Conf/Rech, but some Range is nice, too. It is easily worth 6 slots. The Malaise set is good, but the purple Coercive set is better, granting a 10% Recharge bonus. The Contagious Confusion proc is really nice here, as it extends the confuse area helping to hit foes outside of the cone, and can help stack mag. Another advantage of using the purple set is that it frees up another 6.25% Recharge slot for another power.

    Steamy Mist: If you have a slot free, this is a good place for an early -knockback proc. I see you have a stealth proc in CJ, and that's fine. I personally like Super Speed, as I find it useful for battlefield mobility and Herdicaning. You took Super Speed late, I would take it pretty early and I would take CJ late.

    Hasten is another power I would take much earlier.

    Spirit Tree and O2 Boost: Both are skippable powers that are nice to have. I'm not sure I would take both of these over an APP power, though.

    Freezing Rain: I like your slotting for FR. I generally use two Rech and forego the Accuracy, but some accuracy helps the procs hit with the first wave. If you have enough global Accuracy, you may not need the acc, but if you have enough Global Rech, you may not need the extra Recharge, either.

    Vines: I don't feel the Lockdown proc is worth a slot. Vines on its own will hold Minions and Lieutenants, and has a 20% chance to hold bosses. That means that it will only have any possible effect on the 80% of bosses who weren't held, and only 15% of them. If you assume that bosses are only 20% of the total foes, then .2x.8x.15 = .024. So that proc will only have any effect on 2.4% of the foes. Not worth a slot to me. Add more Acc/Hold/Rech. The proc is nice to have but not worth a slot unless you are slotting the Unbreakable set, which is a good idea if you can.

    Hurricane: Same slotting I use.

    Snow Storm: Is it worth slotting the proc? Depends on how much you use the power. If you don't use it much, that slot can be put to better use.

    Creepers: After many discussions on the forums, the most common suggested slotting for Creepers is 2 Acc/Dam Hami-Os, 2 Rech, 1 Posi Blast proc, 1 Impeded Swiftness proc. Those two procs carry over into all aspects of Creepers. Other procs don't. You want this power up as much as possible for all the things it does.

    As for an APP set: Plant is somewhat weak on single target damage, so getting a single target blast can help. Ice works well, as the Blast is great, it has 2 AoE damage powers and you get Hibernate as a one-slot wonder. The Ice Shield is S/L defense and can take a LotG Rech.
  22. I thought about starting a new thread, but I'll use this one . . .

    I rarely complain about stuff, but the choices for the WSF have stunk for the last several months. We haven't had the Statesman's TF as the WST since Oct. 25-31. The Kahn hasn't been the WST since the week before that. And Lady Grey was the WST last on August 16-22.

    I don't mind a mix of high level and low level stuff. But the Respec trial is boring as hell Blue side. All that time just waiting for spawns. The Eden Trial has pitiful rewards just because a few people figured out how to run it super fast (but I'm not familiar enough with it to do that). And Numina is pretty frustrating with all those stupid low-level hunts that accomplish nothing other than chewing up time -- it is not exactly a challenge for a level 35-40 character to wipe out Clocks in Atlas or Warriors in Talos.

    Once in a while, I don't mind doing some of the Respecs or Numina or Manticore, as long as I get a decent mix of Statesman, Lady Grey and Kahn. But we don't. January's list does finally add in the ITF (YEAH!), but the rest of the month is an almost exact copy of December.

    Can't we have an even mix of low level and high level stuff??
  23. Quote:
    Originally Posted by Hopeling View Post
    Yes, I realize that commercials pay for the show. But if I have no legal obligation to watch the commercials, it cannot possibly be illegal to not watch them.
    Edit: As evidenced by movies, which don't have commercials but can still be pirated.
    If you were forced to see the commercials, you couldn't go to the bathroom during the breaks . . .
  24. The copyright laws have contained an exception under "fair use" laws for personal recordings of "over the air" broadcasts since the 1976 Revision of the Copyright Act. It was originally incuded in the law to allow people to use cassette recorders to copy songs from radio stations. The same provisions have been extended to include video.

    As long as you keep it only for personal use, recording shows is not illegal. Advertisers know that this stuff is recorded, and that's all taken into account in advertising rates. It is covered by "fair use," so it is not an issue.
  25. Quote:
    Originally Posted by Wildlight View Post
    My Ill/Cold finally hit 50 so I'm looking into respec'ing her to set her up for the avalanche of IOs she's about to receive. I love Superior Invisibility on my Ill/Rad, so I was considering using it on her as well but there's that thing about SI not working with Arctic Fog. My question is WHAT doesn't work? Does SI toggle off if you turn on AF and vice versa? I sort of took it to mean that the stealth of each power won't stack- which is fine. However, if I can have the stealth of SI and the defenses/resistances of AF then it's worth it to me. If the powers simply cannot be run simultaneously, then I'll need to rethink this.
    As the poster above said, you cannot use both powers at the same time. Turning on Arctic Fog while SI is running will turn off SI, and vice versa. AF+ either a stealth proc or Super Speed will hit the Stealth cap. SI alone is well over the stealth cap, so you can avoid being seen by foes with high perception for longer. But for most of the game, AF+Super Speed provides just as much invisibility as Superior Invis.

    I dropped both SI and GI on my Ill/Cold by using Arctic Fog + Super Speed. Cold has enough places for a LotG Recharge that I felt that SI and GI can be skipped.