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Quote:Personal preference to some degree -- I like Super Speed for travel, and I have dropped Fly on many characters since the Raptor Pack is just barely slower than Fly. Super Speed gives me Travel AND Invisibility with great battlefield maneuverability that is much faster than Fly, and if I need to fly, I just use a Raptor Pack.The advantage of the Concealment pool is that Stealth takes defense buff IOs, which means you can slot Luck of the Gambler: +Recharge.
I have a couple of dominators and controllers who need massive recharge, so on those I've put the +Stealth in one of the sprints, and LotG: +Recharge in Stealth. I prefer Fly to Super Speed, so I can get full invisibility with just Stealth and Sprint on (putting the +Stealth in Fly is bad because you have to be flying for it to be on).
As for using Stealth to slot Defense IOs . . . I usually start with Combat Jumping, which gives Immob protection, in-the-air maneuverability and a place for a LotG Rech for almost no endurance. Then I may go with Hover because it has obvious benefits. I dislike "set mule" powers and avoid them if I can . . . so I like even minor powers that do multiple things.
Another quirk I have is that I use the Speed-On-Demand binds from CityBinder on all of my characters so I never have to turn Sprint on or off . . . but it also makes Sprint no good for slotting a Stealth IO because it is constantly turning on and off. (Back before the devs took away the "effect continues for 120 seconds" on the Stealth IOs, I would often slot a stealth IO in Sprint but that change messed up my previous practice.) -
Well, you missed a few of my points . . . look at point four, because you still have a few procs in wrong places.
The problem is that you don't start out with any ranged defense, so you have to build it all from bonuses . . . which means that you have to badly slot some powers just to get those bonuses. It is much easier to aim for S/L defense since you can get an S/L shield in Ice APP, Earth APP and Mace PPP.
What is it that you are trying to do with this character? Solo or team? Are you trying to make a low damage character into something you can solo with? Are you trying to be the main controller for a team?
My view of Earth/Storm is that you really don't need to go for Defense, but a little bit of S/L doesn't hurt. I would rather go for slotting the powers well first and making a playable character, then Recharge and Recovery (since Earth/Storm is heavy on endurance use). If foes are controlled, you don't need defense. When solo, I prefer to use invisibility (Steamy Mist + Super Speed, but you could use a Stealth IO if you don't like Super Speed) to lead Rocky around, let him draw the aggro while I control groups and slowly take them down. On teams, I let the tank do his job . . . run in to grab the aggro. Then I add some ranged AoE control and then look around to see what might be needed . . . positioning, more control, placing pets to do damage, etc. -
Well, rather than start from scratch, take a look at my build for my Earth/Storm. The purple sets are on the cheap side. I did not build for Defense (although it has some) and built mainly for Recharge. It is just short of perma-hasten before Incarnates. All of the powers are slotted for PvE effectiveness.
Personally, I prefer to have Super Speed since it combines with Steamy Mist for full invis, and it works great for "herdicaning." If I need to fly, I just use the Raptor Pack.
Hero Plan by Mids' Hero Designer 1.952
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Ella M. Ental: Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
Level 1: Gale -- Acc-I(A)
Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11), Posi-Dam%(11)
Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(13)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Super Speed -- EndRdx-I(A)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(15), LkGmblr-Rchg+(15)
Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(21), Amaze-ToHitDeb%(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(23)
Level 16: Freezing Rain -- RechRdx-I(A), ImpSwft-Dam%(17), RechRdx-I(25), Posi-Dam%(27), Achilles-ResDeb%(27), LdyGrey-%Dam(29)
Level 18: Earthquake -- RechRdx-I(A), LdyGrey-%Dam(25)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
Level 22: Snow Storm -- EndRdx-I(A)
Level 24: Stimulant -- RechRdx-I(A)
Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Dam%(33), UbrkCons-Acc/Rchg(34), Lock-%Hold(34)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
Level 30: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(37), Mrcl-Heal/Rchg(50)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg(37), ExRmnt-EndRdx/Dmg/Rchg(39), SvgnRt-PetResDam(39), ExRmnt-+Res(Pets)(39)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg/Rchg(40), S'bndAl-Dmg/EndRdx(42), RechRdx-I(42)
Level 38: Lightning Storm -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(43)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(48)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(29), P'Shift-EndMod(50)
Level 1: Containment
Level 4: Ninja Run
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No offense intended, but this build is pretty bad.
First and foremost, your endurance use exceeds your Recovery . . . you won't be able to use your powers for very long. And many of your other powers are underslotted for EndRdx . . . I think this build will be unplayable.
Second: Slotting Knockback in Earthquake turns its knockDOWN into knockBACK, which is a VERY BAD THING.
Third: Many of the important powers are so badly slotted as to make them far, far less effective than they should be. Volcanic Gasses with a single Recharge? Tornado and Lightning Storm with almost no Damage enhancement?
Fourth: Poor use of procs. The Miracle in O2 Boost? It should go in Health. The Regen Tissue should be replaced with a Numina's Heal -- the Numina's actually results in higher Regen than the proc. A Perf Shif proc in Hibernate? Wasted, as it will only work when that power is activated . . . when you don't need it. And in most powers that do any kind of significant damage, slotting for damage does more damage than slotting procs. (The main exceptions to this are Stone Cages and Freezing Rain.)
There are a lot of ways you could have gotten more Defense than what you did . . . those Explosive Strike sets are mostly a waste. 6-slot Thunderstrike in Ice Blast and Stone Prison and Lightning Storm. Another Lockdown set in Volcanic Gasses. Frankly, the entire build needs to be re-done. -
Quote:I love the Celerity Stealth procs. On any controller and most other non-melee characters, I find invisibility very handy to have. If the powerset doesn't already have some kind of stealth power (Storm's Steamy Mist, Cold's Arctic Mist, Dark Miasma's Shadowfall, etc.), then I often take Super Speed with a Celerity Stealth IO for full invisibility - and I never, ever have to take the Stealth Pool. Even without full invisibility, the stealth is nice to have to allow you to get in a good position before attacking.So I've picked up about 3 of these procs and they are sitting in my global mail system, so I was thinking, are they worth keeping around and sticking on sprint for stealth? Is it worth the run speed and what do you guys do with it?
I have gotten to the point that I have some kind of stealth on pretty much every non-melee character (and I have a lot).
All you have to do is look on the market for the price of these IOs and you can tell that the majority of players find them very useful. -
Quote:On Freezing Rain, you really don't need to slot accuracy unless you are using a lot of procs, and even then it is questionable. Why? Even with no accuracy slotted, a bunch of those Raindrops are going to hit, and as soon as one hits, the Defense Debuff is applied so that most of the other Raindrops will hit and you will get the full effect of the power. Accuracy provides very little benefit. The only reason you "might" need accuracy for a proc'ed out Freezing Rain is that the procs hit once at the beginning, then again every 10 seconds. By adding some Accuracy, you increase the chance for that first proc round to hit . . . but if you have enough Global Accuracy bonuses, you don't need to slot Accuracy at all.(like, Freezing Rain usually gets one Achilles and them 1 acc / 2 rech). Fly Trap accepts Achilles too IIRC - I only had her frankenslotted for acc/dam and didn't use her so much since I ditched the plant/thorns at 35 but the pet didn't impress me, maybe I'm wrong but I even liked Jack Frost more, although I had way more playtime with my ice/psi.
As for Twoey (The name comes from the Plant in "Little Shop of Horrors." Seymore named the plant, "Audrey II" but called it "Twoey."), the AI change a few issues ago made Twoey a much better plant. If you are focusing on control, then Twoey adds some decent damage. I keep it out pretty much all the time unless I am stealthing something. I would say that Twoey is much better than Jack Frost. (I recall someone describint Jack as having "the heart of a Lion, the brains of a duck.") Twoey has a cone damage attack that adds to all your Damage Over Time from Roots and Creepers. Twoey also throws out his own Immobs. -
I have an Invuln/Axe tank, which was actually the first tank I rolled up back in I-2. The knockdown in Axe really helps a primary that benefits from keeping foes near, like Invuln. The knockdown really ends up mitigating a fair amount of damage. Foes on their butts can't hit you.
Axe certainly is not the highest damage on a Tank. But with three AoE powers, it does a good job at drawing aggro and being able to contribute damage. With well-slotted Invuln, my Invuln/Axe tank is probably my second toughest tank after my Stone/Fire. If you want a tank instead of just a damage dealer, Axe works pretty well for sets that need foes near like Invul, Shield and WP. You can skip the second attack and still have a very good attack chain. -
Quote:True, there are a lot of powers that can take procs . . . but you have to be careful not to go "proc crazy" to the point that you underslot key powers. For example, Roots is a key damage power but I have seen some people slot it up with procs instead of damage. I suggest 5 from the Posi Blast set, including the proc, plus the Chance for Hold from the purple Immob set. But that works only if you have a fair amount of Global Acc and a lot of Recovery.Another awesome thing I haven't seen mentioned in this thread:
Plant/storm provides several opportunities to add procs into your AOE powers.
Do a search for plant/storm builds with a focus on procs... they're amazing.
Creepers is another tricky one to slot. It takes a lot of sets, but some sets will only work part time. The Immob sets seem to work only part-time. The Slow and Damage sets seem to work all the time. The most commonly recommended level 50 slotting for Creepers is 2 Recharge, 2 Acc/Dam Hami-Os, the Posi-Blast proc and the Impeded Swiftness proc.
I have seen a lot of folks put Damage into Freezing Rain, which is a mistake -- it looks like it does a lot of damage, but each of those "-1" you see is actually only 0.3 of damage. This is a power where you want Recharge first, then procs. I use 2 Recharge, Achilles Heel proc, Lady Grey Proc, Posi Blast proc, Impeded Swiftness proc. -
There are several reasons the combo is popular:
(1) With Plant/Storm, you have two good sets that work well together. Plant has overall the second highest AoE damage among controllers, but it has better control than Fire. Storm has a wide range of tools that do a lot of things well, providing protection, debuffing and added damage -- it has more added damage than any other secondary. Storm is great solo, but can be chaotic . . . but Plant has the tools to reduce the chaos. So you combine good damage with good damage, you get great damage. Plus, Storm fills some of the holes in Plant, and vice versa. For example, Storm lacks a self-heal, but Plant offers Spirit Tree, a Regen buff. Plant really relies upon positioning, and Storm has Steamy Mist for stealth and Hurricane and Gale allow you to position foes. Plant has great AoE damage, but is somewhat weak on being able to take down single tough foes, while Storm's Lightning Storm and Tornado will focus on those single tough foes.
(2) This is a controller combo that takes some experience and skill to play well. Thus, it is not a "Flavor of the Week" combo. A badly played Plant controller ends up faceplanted often. A badly played Stormie is likely to really anger teammates. But both sets, if played well, are some of the best in the game. Unlike Fire/Kins, you probably won't see a billion Plant/Storms.
(3) Plant is visually one of the best sets in the game. Storm is visually one of the best sets in the game. Together, they make video cards cry.
(4) It is easy to come up with a theme and concept combining Plants and Storms.
Some people like to aim for defense, but that really isn't necessary. You could, instead, focus more on Recharge and Endurance/Recovery. If foes are controlled, you don't need defense. A lot of people choose to focus on Ranged Defense, while others like S/L defense. There are lots of ways to build it. -
Quote:Warshade's Extracted Essence is the main one where there are frequently several fluff-balls out.They can make it short since there is most definitely code in place to prevent pet stacking. There are very few pets powers left that can stack with themselves nowadays. The only ones I can think of offhand is Snow Beast, Necro's Ghost, and Thug's Gang War (by way of Burnout).
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Quote:Quite a while ago, there was a long thread discussing Gravity and several programming-savy folks tried to come up with ways to make a "Gravity sucks" power to work. One of the ideas discussed was yours, and there were a lot of reasons stated why either it would not work or that it would take a LOT of time to tweek to make work. I recall that several were concered with the mag of the knockback might knock some foes out of the circle, that the outside of the circle would act like a repel, that it would take too long to set up and use too many system resources, etc.Seems like instead of trying to do negative knockback, they could just create a ring of invisible psuedo pets that all fire a knockback effect toward the center of the circle, pulse it like every second or so so they're always knocked toward the center of the area.
Though there's probably some other reason that wouldn't work >>
We know that the Devs understand that Gravity needs something. A while ago, Back Alley Brawler posted in one of the many "Gravity needs an overhaul" threads that they were looking at the animation time for Propel . . . so we know that at least he (before he left) was looking at the set. We can only hope that they will eventually do something about it. -
Quote:More recently, Conserve Power in Electric Armor was changed to Energize, a self heal.Knockup patch should be doable though, and something that we really haven't seen before.
The hard part is getting them to consider completely changing a power, since it's something they try very hard not to do.
Ironically, the only time I am aware of a power being completely changed to something new also involved Gravity Control -- when Fold Space was replaced by Singularity. -
Quote:Gravity... they put a single-target control pet in the single-target control set so the controller can control single targets while controlling single targets.
And the pair of them are still worse at it than Mind.
Add to this sub-par damage despite a dedicated damage power, a dud in Dimension Shift, and the fact that the one (late) fast-cycling AoE control trades area-of-effect for a tricky gimmick.Quote:Gravity has the five standard powers that every set has, which are fine. The problem is that in the slots where other sets have more controls, more damage or useful utility powers, grav has propel and dimension shift. Both are terrible. As a whole the set doesn't do very good damage (neither lift or propel do enough damage to make them attractive) or do anything else that sets it apart from other sets.
It's also laid out in kind of an obnoxious way. You're forced to take either crush or levitate in the first slot, where most control sets can get their ST hold, and you don't get wormhole until 26.
Using an attack chain of GD-Crush-Propel is slow but hits HARD. Both GD and Crush are damage over time, but both set up Containment for Propel. And if you are on a team, there's a good chance that the target will be dead before you can finish. But solo? Gravity is actually quite effective at taking down single targets. I mostly solo'ed my Grav/Storm to 50.
I had trouble finding a Gravity controller I could stick with until I combined it with Storm. The set has really three interesting powers and one interesting quirk. The Quirk is that the AoE Immob does not have -Knockback, so I could use Freezing Rain as a knockdown power. The three interesting powers are Propel (it may be slow, but throwing all that stuff at the foes is funny), Wormhole (unique group foe teleport with stun -- it provides some interesting positioning strategy options) and Singularity (great tank, looks cool, the Repel also acts as a defensive power). Other than those three, the rest of Gravity is pretty blah. The animations are not interesting, the powers themselves are nothing special.
To me, Gravity really lacks in its ability to provide AoE control. When other sets are getting a key AoE control power, Gravity gets Dimension Shift, which is mostly hated and rarely useful. Even when it does finally get Wormhole, WH has limited usefulness mostly due to the knockback. As a result, I found the most useful all-the-time control in Gravity was using Singy as a tank to draw aggro. Move Wormhole to 12 and remove the knockback, and a huge part of the problem would be solved. Then shorten the animation on Propel. Lift does less damage than Mind's Levitate and even less damage overall than Crush -- it shouldn't. I found it fully skippable on my solo-oriented Grav/Storm.
While fixing Dimension Shift would be nice, having a crappy power that is easily skipped is not unusual, so it could stay. Some folks have suggested turning it into a black hole-type negative repel attraction power, but I think the Devs have already said that the current engine will not support it. Which means it might be possible but would be a LOT of work to implement. So I could live with moving it to 26 and leaving it.
One think I would like to see is Propel changed to a narrow cone. If there is a forklift flying through the air, wouldn't it hit other foes along the way? -
Then you don't understand Arctic Air. AA is a damage mitigation power. Foes in AA are really "confused." Sometimes a confuse pulse may hit that foe, but most of the time, the purpose is not to cause that foe to attack other foes -- it is to cause that foe to run around within the aura while interrupting any attack that foe might have done. Then the pulse wears off and the fear hits, causing the foe to want to run away instead of attack, but he is slowed so he can't leave very fast . . . giving more time for another confuse pulse to hit so he turns around . . . and over and over.
All of the toggle control powers, Hot Feet, Conductive Aura, Choking Cloud, Arctic Air, and the new Time one are all supposed to be part-time control. Otherwise, a full-control toggle power would be overpowered. AA is really designed to limit about 60-75% of the damage in melee, which it does quite well when slotted correctly.
As for the rest of the set: AoE Sleep that causes damage? Same as Earth, only Earth's is PB AoE (which is worse).
AoE Knockdown with an AoE Immob that prevents knockdown? Same as Earth, only Ice Slick has a higher chance to knockdown.
Shiver only Slows? Actually, Shiver's most important component is the -Recharge. It allows you to control this group around you while you slow that group over there to a crawl and keep them from firing off most attacks more than once.
PB AoE Hold when everything else is ranged? Uh, Arctic Air isn't ranged! And besides, Illusion has a PB AoE hold with everything else ranged. The Devs put positional aspects to the control sets, and this is part of it. Compare to Earth, where the AoE Hold is ranged but the sleep is PB AoE.
If Ice did more damage or had a more durable, damaging pet, I seriously doubt you would have these complaints. Instead, Ice has an interesting playstyle that gives you the option of being in melee or ranged. Is it the most effective set? No, but I don't see that there is a problem such that the set needs to be re-worked. -
Quote:Like Milady's Knight, I agree that Gravity could use a few tweaks to make it better. There have been a lot of ideas thrown around, and even BaB confirmed (before he left) that at least the animation time was being looked at.Gravity has so many fusses I can't even remember. Horrible power disposition(like the first hard control aoe besides aoe hold at lvl 26 - AND - it is at least meh if not just plain broken), propel with his infinite animation, targeted aoe intangible (!!! in the land of incarnate stuff this is just like HEY PLEASE HATE ME!), poor secondary effect. Just to summarize, there are lot of threads with deeper analisys. The only good thing about gravity is probably the pet.
Ice is simply too much redundant. Stuff is usually at slow cap with really a few attacks, so what? Add more slow. Ice slick lost his beauty long ago with the kd nerf and it's the only aoe semi-hard control available besides a pbaoe long recharge hold. Shiver is just "add more slow onto slow" and arctic air is like a "I do everything, but nothing good". Finally, Jack Frost is really, really silly.
But Ice, other than being a very low damage set, is OK as it is. If you don't understand how great Arctic Air is, then you just don't understand the set. Ice is all about stacking different types of control effects: Slow, knockdown, -Recharge, Confuse, afraid and Holds. Arctic Air alone combines Slow, Confuse and Afraid in a toggle power. It does not provide complete control by itself, but is supposed to be stacked with other effects. The stacking slows are intended to provide for different play options: AA for melee, Shiver for ranged. There are lots of control sets with powers that shouldn't generally be used together or are somewhat wasteful if used together -- Illusion has both Superior Invis and Group Invis. Like Ice, Earth has an AoE Immob that conflicts with its AoE Knockdown. My Ice/Storm uses AA continually, but actually picked up Shiver during his Inherent Fitness Respec. I use it periodically and find it worthwhile even though I also have Snow Storm. -
Quote:For my Plant/Kin, I find my main strategy is to control first before running in to use the melee buffs. Hit the group with Seeds+Roots and they won't be shooting at you. Seeds+Roots+Creepers will usually handle/distract groups with bosses. You can also use Twoey as a decoy if you have full invisibility, but that will often get the pet killed. By using that strategy and building for Recharge, you can get by without Defense. The other way to get by without Defense is to play on teams . . . let the tank draw the aggro and they won't shoot at you.Thanks Lman. My biggest challenge with this character is that in order to take advantage of transfusion et ali, I tend to play pretty close to the action. Hence the (perceived) need for high defenses.
I'd love to see a build that offered other options.
I can certainly understand the desire for high defense. What confused me about your build is that you had a defensive build but had skipped the one power that provided the most defense you could get, Rock Armor. S/L damage is the most common type in the game, so S/L defense will provide a good amount of protection. That's why I thought it was useful to re-do your build with Rock Armor included. I also replaced Stealth and Invis and added Maneuvers to cap the defense without using a power that suppresses.
There are a few other changes, including a little more accuracy in some of your powers.
You will still have problems of getting mezzed, so you may want to consider Clarion for the Destiny power. -
Quote:I suggest you use the Short Form Export and click the box to include the Data Chunk . . . a quirk of the forums is that if you go back and edit a page with a data link on it, it breaks the link.true enough. I updated the original post once I figured out how to actually get the expanded profile out of Mids.
Looking at your build, I'm confused about something: You have focused on Defense, including two sets of Kinetic Combat specifically for S/L defense, and yet you did not take Rock Armor?
I'm not a fan of the Stealth pool. The defense suppresses, and frankly ever since Stealth IOs were introduced into the game, the Stealth Pool has become mostly unnecessary. You can get full invisibility AND a travel power in Super Speed with a Celerity Stealth IO. Since you were already taking Hasten, you don't have to dip into another pool.
I tried to rework your build with some changes that I would like to see. I changed it over to Super Speed (if you need vertical travel, just use a Raptor Pack!) with a Stealth IO for full invis. I added in Rock Armor and got you over 45% S/L Defense.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Red Vynes: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
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-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5)
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%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(17), Mlais-Acc/EndRdx(19), Mlais-Conf/Rng(19), Mlais-Acc/Conf/Rchg(21)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(27), RechRdx-I(36)
Level 12: Super Speed -- Clrty-Stlth(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Knock%(37)
Level 18: Vines -- BasGaze-Acc/Hold(A), EoCur-Acc/Hold/Rchg(21), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(40)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(34)
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), EndRdx-I(43)
Level 30: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(36)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(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), Efficacy-EndMod/Rchg(46)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43)
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-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
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 -- Empty(A)
Level 2: Rest -- Empty(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), EndMod-I(29)
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Quote:Too many people, especially people on these forums, focus on min/max builds and maximizing DPS, etc. That may be fun at times, but the game can also be fun in other ways. One of my favorite parts of this game is developing strategy to get past what some people consider to be a weakness in a build. Some people around here hate knockback with a passion. So one of the fun parts of learning how to play an Energy/Energy blaster is trying to make the knockback into an asset instead of a problem.Hrm. Good point. I keep trying to figure out how to make the team rack up the body count. But the last time I did that didn't work cause my Scrapper can wipe a mob faster than a new blaster can target. Killing KB may also kill the fun.
Things like floating overhead so the knockback becomes knockdown (using Fly and Hover). Things like focusing on one foe at a time where the knockback isn't a problem since the foe is dead. Things like knocking foes into corners or against walls, or moving so the knockback sends foes back into the group.
All of that is fine for her, but being a new player, expect it to take some time. That's another reason why an Ill/Rad might be a great companion -- the ToHit Debuff, the distraction of Phantom Army or the use of Deceive will give her a chance to learn strategy. -
<sigh> I feel as though I have said this a dozen times lately: You will probably get more responses if you post the actual build rather than the Data Chunk alone. Some people don't have Mids because they look at the forums at work or they may run a Mac rather than a PC. Some of us want to take a quick look at the build to see if it is worth commenting on or if there is something that merits a comment before bothering to load it up in Mids.
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Quote:The AoE Immob for Earth, Fire, Plant and Ice all have 12 seconds of -knockback. After 12 seconds, the foes cannot move but they can be knocked back or knocked down. The single target Immob for Earth, Fire, Plant, Ice and Electric all have -Knockback for 15 seconds. Gravity's and Earth's Holds have -knockback.Wont any Controller Immobilize and Hold stop knockback? like Grav or Psi?
One of the appealing aspects of Gravity and Electric are that the AoE Immobs do NOT do -knockback. My Gravity/Storm was able to use Freezing Rain+Crushing Field as an effective AoE control power with knockdown.
The duration of the -Knockback cannot be enhanced. To continue it, you must re-cast the power.
Personally, I think knockback is part of the appeal of an Energy Blaster. Knockback is fun and very super-heroy. It is also a kind of short-term control that can be very effective. My Energy/Energy Blaster relies upon Knockback as a form of protection, to keep foes at range. So I would not want a controller with -Knockback. -
Quote:My first suggestion, as usual, is to try an Illusion/Radiation Controller. It is the most flexible, all purpose controller you can get. Your wife's character has a lot of knockback, and that knockback won't be much of a problem for an Ill/Rad. Your attacks are single-target focused. Your controls don't rely much upon tightly grouping as with other controllers. You get most of your really good powers early, with the late powers being nice but not essential additions. An Ill/Rad is easy to play fairly well, but challenging to play really well. You can easily take out problem foes before the fight begins. You can heal, buff and debuff. You can tank, control, defend and blast.I have never played a Controller before. I have played a few perma Doms, for brief periods, before stripping the character for other projects. Mostly Grav Energy. I leveled just about every Dom build to early 20s once redside, thru missions, never got the whole crew to 50.
My wife just joined the cities, and is played an Energy/Energy Blaster. I made a Dark Melee/Invulnerability Scrapper to team with her, but am starting to rethink the decision.
Controllers look nice. For a Dom, they dont start cooking until Perma, and that is a ways away since my wife is fond of old school leveling in every game system.
Can someone give me a simple explanation of the Controller inherent Containment? I looked at Wiki and it was high on adjectives and short on math.
If I choose to try a controller experiment, what would be a very good choice for teaming with a Energy/Energy Blaster. Mostly door missions/tip missions/safeguards/a few story arcs.
Thanks.
See my Ill/Rad guide for the details . . . and lots of strategy tips as well as lots of basic info on controllers.
CONTAINMENT is simple . . . any attack that a controller directly makes upon a foe who is held, slept, stunned or immobilized gets double damage. Damage caused by pets and pseudo-pets do not get the double damage from Containment. It does not matter who caused the hold, sleep, stun or immobilize -- whether it was you or anyone else. The other kinds of control -- fear, confusion, intangibility, slow and knocks -- do NOT set the double damage from Containment.
There are a few wrinkles here and there . . . mostly based upon a misunderstanding of how things work. For example, Spectral Wounds (from Illusion) gets containment on the base damage without the Illusory damage. It looks like it is getting short-changed, but the damage number is base on the "real" damage. Several other powers appear to be direct attacks but are actually pseudo-pets, like the damage in Earth's Volcanic Gasses or Radiation's Fallout. -
Quote:I suppose it might be an issue of playstyle. Since my Earth/Rad is almost always on a team with a good tank, I almost always let the tank grab the initial aggro -- that's what he's there for. Then I throw out my controls to fully control the group and add EF for extra damage. While the team wipes out the group, the tank goes on to the next group with me right behind. Again, the tank grabs the initial aggro and I then control the next group. By the time the team has cleaned up the first group, the Tank and I have the next group controlled and waiting for a butt whipping.It's all a problem about playstyle, I think. Usually I open a fight 90% of the time with stalagmites/cages and thus, I need to hit and hit well and strong. Alpha strike is where I feel the risk of faceplanting much more than every other situation, so I need that aoe stun to land consistently facing +3s/+4s or so, even +2s. Every little bit of accuracy is welcome, cause none of my def debuff is landed yet, at that point. That's usually the most critic point of the battle.
I have found that if I try to handle the Alpha, enough foes are missed even with capped accuracy to send a fair amount of damage my way. By letting the Tank get that aggro (which he is built for), the foes are distracted long enough to allow the slower control powers (Earthquake and Volcanic Gasses) to take hold -- but they can control bosses. Stalagmiths+Stone Cages is fast, but does not control bosses and often misses a few. -
Quote:It's worth noting that Illusion has the same problem of no persistent, low-recharge containment setter, but makes up for it by being able to control enemies that control primaries in general do not work against, while maintaining all of Mind's advantages (aggroless control, psi damage - there's even a nonpositional attack in there).
Quote:The advantage is not unique, since Illusion also has it (and unlike Mind, Illusion is closer to being a truly aggroless control set, since you can beat on the PA-taunted enemies with impunity).
Illusion gets it Containment from Blind, and that's all it really needs (until APP levels, but Flash + a hold from the secondary can cover that). -
A couple of little things:
That Numina's proc should NOT be in Earth's Embrace. Move it to Health, where it will be active all the time.
I'm not convinced that you really need the Kismet proc. Earth Control has huge amounts of Defense Debuff, with 25% in Quicksand and 20% in many of the other powers. Frankly, I don't think you need Tactics or the Kismet proc. I don't have either on any of my several Earth controllers and I don't have problems hitting.
Volcanic Gasses needs better slotting with more Recharge and Hold. You could use that slot for the Kismet proc in VG.