-
Posts
3911 -
Joined
-
Thanks for posting it . . .
Here's a few thoughts as I take a look.
One basic strategy -- Quicksand is a huge Defense debuff of 25%. I use it a lot . . . under each of the three main control powers as back-up control and for the auto-hit Defense debuff. Quicksand keeps foes from running away from Earthquake, Volcanic Gasses and the Stalagmites/Stone Cages combo. As a result, there is no good reason to slot for Defense Debuff.
Fossilize: good slotting if you can afford that proc. It will make your damage erratic due to the "chance for." I actually prefer putting the proc and the rest of the Unbreakable set in Volcanic Gasses.
Rad. Inf.: You don't need the Defense Debuff. Earth has soooo much Defense debuff (25% in Quicksand alone!) that you do NOT need to slot more. There is a limit on how much will provide a benefit since you can't go past the 95% ToHit cap. Some people put the Achilles Heel proc here . . . it just depends on how often you use this power. I find that in upper levels, I am using it less because the cast time is a bit long.
Stone Cages: Nothing wrong with your slotting, but you might want to consider replacing the End/Immob with the Grav Anchor Chance for Hold proc if you can afford it. That proc is worth giving up 3.75% Recharge. Besides, you could make it up by 6-slotting AM and using a full set of Efficacy Adapter.
Enervating Field: That third EndRdx is really doing very little. Moving that slot somewhere else only increases your Endurance usage by 0.05% -- almost nothing.
Hasten: As long as you keep the same amount or greater Recharge, you can drop a slot from this and still (virtually) have perma-hasten.
Earthquake: Again, don't slot for Defense Debuff. You can slot for ToHit Debuff by 3 or 4 slotting Dark Watcher.
Volcanic Gasses: If you can afford it, try 5 Unbreakable Constraint (including the proc) and that Lockdown proc. Because of the odd way the pseudo-pets in this power work, it procs more often than usual persistant powers. So the procs have a greater chance to hit. If you are adding a 10% recharge, you can afford to lose a 5% or so from Tactics or somewhere else.
Animate Stone: If you can find a slot for it, put the other 10% Resistance for Pets proc into Rocky. It makes a big difference to reduce the damage he takes. Also, replace the Acc/Rech with the Def/End. With all the Defense Debuff you have, Rocky should have no problem hitting and the added damage is better.
Fallout: This is a damage power and should be slotted for damage. Use 5 Posi-Blast.
EM Pulse: This is underslotted, but if you keep only one slot, use a common Accuracy (or an Acc/Mez Hami-O). It could be slotted with 4 Baz Gaze for the Recharge, which would be better than the slots in Tactics.
Hurl Boulder: This thing is too slow. Personally, I prefer the Ice APP over Earth, but I can see chosing Earth for theme. Replace this with Fissure if you keep the Earth APP, or Ice Storm with Ice APP.
If you keep the Earth APP and you are going for S/L defense, then you want to slot Seismic Smash with 4 Kinetic Combat and a 5th slot of an Acc/Dam Hami-O. -
I suggest you post the short-form build along with the data chunk. Not everyone has access to Mids all the time.
-
Quote:My current build? Well, he has been temporarily retired . . . moved to a server where I don't go very often. I'm up to about 33 level 50 characters, and some of them have to move to lesser visited servers to have room for new characters. I have a Plant/Kin on my main server and so many other controllers that I can't keep them all on my main server. I'm also working on a Plant/Storm. I did a respec a while ago to try adding Choking Cloud, but I haven't slotted it up fully yet. I'm very familiar with Choking Cloud from my 2 Fire/Rads and my Elec/Rad, but decided to try it out on my Plant/Rad just to see -- if I ever get around to playing him.Thanks, that looks really good. Did you build yours as a splattroller as well, or more traditional? Would you mind posting your build if it is handy so I can compare?
Too bad, as I like my underlying concept for the character . . . he's the son of "flower children" from the 60's who got into cultivating he favorite "weed" in the swamps behind his home. However, Crey flooded the swamps with nuclear waste, mutating him when he smoked his crop. Since he is a controller, his name is "Pot Holder."
My playstyle is usually Control First, then throw out some damage. I tend to be willing to run rather than faceplant. I'm more team-oriented, but like to be able to solo at times. I generally don't build my Controllers for Defense, although I may change that on a few. -
There have been several discussions on the forums about this, but I haven't tested them myself. I understand that the endurance drain only works on the first foe, and the EndMod procs only have a chance to hit on the first foe. For some reason, I think that the damage procs may do the same, since it is a pseudo-pet that does the chaining, but I'm not sure. I have heard that the knockdown proc works, though.
-
After seeing the horrible "Hitchhiker's Guide" film, I'd be a little bit concerned. The zany, flippant nature of the Doctor may not translate well to the big screen. Will audiences who have heard of "Doctor Who" but never seen it understand the appeal of the character? But Yates did a great job with the Potter films overall, so we can hope he will do as good a job.
-
The biggest thing from Electric Control that will make a huge difference is Synaptic Overload. The Confuse power can be used without drawing aggro, and if it hits the first foe, it will chain around to the other foes in the area if they are close by enough. Sadly, if it misses, you are out of luck until it recharges.
So what you want to do is actually run ahead of the team to fire off SynOv. Give it a second to chain around and hit the foes in the area. during that time, the foes may also bunch together as they attack each other. When they are in a tight group, you can hit them with Static Field and Distortion Field -- that will sleep, slow, end drain and -Recharge the group. Then jump in with Conductive Aura and Time's Junction running to do more endurance drain and -ToHit. You will have layered all of those effects, making the group of foes sitting ducks for your team. Unfortunately, it takes a while to do all that, which is why you want to run out in front.
Because if this, I strongly suggest some kind of stealth so you can't be seen when you cast Synaptic Overload. A Stealth IO, or Super Speed, or (even better) both is recommended.
Yes, AoEs like Rain of Fire will disrupt your Static Field sleep, which is why you want to layer all those control powers.
Electric Control is not my favorite set, but it is workable. It has too many ways that others can disrupt your control powers (I hate teaming with Fire Controllers who have lots of DoT). To be really effective you need to layer those powers to overcome the disruptions . . . but that takes time. It would be a great solo set if it did more damage. As it is, I can solo but it takes a while and relies heavily on the Gremlins to do most of the damage.
There are quite a few places for damage procs. Electric cages will take three, Jolting Chain takes a few (but some of them only work on the first foe hit). All the Slows in Time will take Impeded Swiftness procs. -
If you team with a regular group, one of whom tends to be a bit reckless, then yes, I can see why you want to keep Fallout. I have it on a few characters just because it is fun to use . . . but I don't get to use ti very often.
I looked at your revised build, and you missed a few of my suggestions. I have made a few very small changes to your build (and fixed one or two things that I missed before) and made this build. This is not the way I did mine, but I kept everything you wanted and just made a few little slotting changes. I forgot to mention before that you can put that Zephyr into Recall Friend, thereby saving a slot to get an extra slot into EM Pulse. I also wanted to put a Posi-Blast proc into Fireball to add some damage, so I changed your slotting for Fallout. No need for the Posi Blast set in Fallout since you have already run into the "Rule of 5" on the 6.25% Recharge.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), HO:Nucle(43)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 2: Radiation Infection -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(39), DarkWD-ToHitDeb(40)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), GravAnch-Hold%(23), Posi-Dam%(50)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc/Rchg(15), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(48)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(17), CoPers-Conf/EndRdx(19), CoPers-Acc/Conf/Rchg(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 12: Super Speed -- Clrty-Stlth(A)
Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 16: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(50)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(29)
Level 22: Recall Friend -- Zephyr-ResKB(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(31), RechRdx-I(31), RechRdx-I(33), Posi-Dam%(33)
Level 28: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), G'Wdw-Acc/Hold/Rchg(29), BasGaze-Acc/Hold(33), BasGaze-Rchg/Hold(36), BasGaze-Acc/Rchg(36)
Level 30: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(46)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(39)
Level 35: Fallout -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(40), Det'tn-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(48)
Level 38: EM Pulse -- EoCur-Acc/Rchg(A), G'Wdw-Acc/Rchg(48)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(46)
Level 44: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34), Numna-Heal(36), Mrcl-Heal(39)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1486;691;1382;HEX;| |78DA65935B4F134114C767DA452817A150CA1D4ACBAD85B634FA686222A2415BAC6| |079D3BAC8229BACDBA65D8C3CFAEEDD44BC3C6A7C316A10B9F939BC3DF81554D40F| |50CFEEF9179A74D3E6B773E6FC67CECEF94FEAD6E9C677676F9F14B265CA508BC5E| |C54CEB40A39C3D00A75A9554BB5F49C29ECA796FE81C3C9725E2C6DA8A6551E052B| |124EAD2E2FC7E6D425DD59233B7D432F16E9C53B63AE6805CDB462E597FA748ED69| |9CF6BDA52A3F39AD4D4BC6E5E6F7506973443CBE70A5C89D709CD9837F5A2BEA81B| |BAB5E69DCEEBD76267F482964DA9454B2BAC7552A1C3F4FF20059E92223EBB84E85| |384EB0BF89559F78D193941698A10B3959A0B34482842390F26994752E02CD34E63| |59C92D775C4EECE827E6C81E73749BB949896ECEAD71EF082756B7C9ACFF086E31F| |D19D62476799C266D8D646DCD1D9E6BBC0BDEC7BEF798BE87CCF803E696E406DADF| |55AB72ACE5329865B65E05AF308324F0F07E2ECF38D7E003FD6088721A384734785| |87791C64DBC976C1AE4BC4E7083E69A5147F33A6194E69E32BB9F81CF9989174C3F| |EDE1658DF0B64BA75FF38436ECD1D6CD6BF7A2A661CA6F477EFB0FAE698EF23B10E| |B40DE2EC5BA504B17FADF5F26720265A2073BA4E981A6E73B7BA7D7601F04E0B110| |BC1582D7B6ED92A1E9839786E0A508BC148197A2F0DC1E61009E1AD8E76F18FA03F| |E85B7FE3133941B446EF02DD739FA1EDC60C6E1A905C977C33EB7E145DE2BBEC27C| |45C61C439D63F064189E0C431F8667A3388F97A41987661C7D9B40DF26D0CF09F43| |78A7EBF2173C4D08B18CEF735AD33E9DCA2929C84A713B6A77D74BECAC19DA41F3D| |F6A19623A548D5EC6455245115395615395E15495646E0DFB47270D78544ED9E968| |33B5DFA594FF3B80F32CAF3BF0F636E794E3A6730B8C0671ECA30476638FEAB523F| |C6FAFD4AFD3A9F4DFF13E6E023F031F33F751AEB2E| |-------------------------------------------------------------------|
-
My first tanker is my Invul/Axe. The knockdown in Axe is good mitigation for a tank, keeping foes close enough for your auras, but still not attacking. It is good damage, but not great. Three nice AoE attacks . . . a 360 degree, a 180 degree and the narrow cone. The Lethal Damage is heavily resisted in parts of the game. But it is fun to pull out a frickin' AXE to smack your foes and the "SCRUNCH" sound is very satisfying. On a Brute, that knockdown will keep foes from attacking you, reducing your build up of fury.
I also have a Broadsword/Shield Scrapper. Because you get so much melee defense from Parry, you can focus only on Ranged and AoE defense when finding sets for your build. That makes it much easier to softcap. Theme-wise, Broadsword/Shield go very well together. If you learn to line up foes, hitting several with the Headsplitter narrow cone can really increase your overall damage -- I wish I could have an attack chain of Parry-Headsplitter-Headsplitter-Headsplitter. On a Brute? I'd go with Broadsword. -
I have a few suggestions for this build . . . take what you want from them.
Strangler at level 16?? That's the first power I choose, as it does the same base damage (actually slightly more) as Entangle and holds rather than just immobilizes. I suggest 4 Baz Gaze, with an Acc/Dam Hami-O and a common Damage in the last two slots. Entangle is OK for single target damage, but it is a much lower priority.
Rad Inf.: If you can afford it, 3 Enzyme HOs (ToHitDebuff/DefDebuff/EndRdx) is really nice slotting here, as long as you can make up the 5% recharge somewhere else. I find that in higher levels on teams, I use RI less and less because the cast time is so long. I mostly use it on foes who will last a while -- AVs and EBs and tougher foes. Otherwise, the foe is dead before it finishes casting. If your experience is the same, then you may want to use that slot for the Achilles Heel proc somewhere else.
Roots: This is your big source of damage . . . put that 6th slot in it for the Chance for Energy Damage proc! Even better: Replace the Dam/Range with the damage proc and then add another damage proc or if you can get it, the Grav Anchor Chance for Hold proc is great.
AM: You have 5 slots in Tactics to get 5% Recharge, and 5 slots in Ling Rad to get 3.75% Recharge, but by adding two more slots to finish out the Efficacy Adapter set, you get a damage buff and a 5% Recharge buff. I think it would be a better use of slots than those other two powers.
Seeds: That 6th slot with Recharge in it is only getting you .4 seconds faster Recharge. Not worth it to me.
Super Speed: If you can get a different place for your -Knockback, you can slot this with a Celerity Stealth for full invisibility. That lets you get in position for the best throw of Seeds without being seen. My plant controllers have become much easier to play once I have full invisibility.
Enervating Field: I like 2 EndRdx. EF uses a ton of endurance, and this is the one I use on every group -- Resist Debuff is always good and it casts quickly so even if the foe is defeated, it is still effective.
Leadership: I'm not a big fan of Leadership on most controllers -- I would rather have situational powers. But if you like it, OK. It's more personal preference, but you need to add plenty of Recovery to make up for the drain by the toggles.
Ling Rad: I think you have overslotted this. With enough Recharge and a few Accuracy Bonuses, you can easily get by with a single Accuracy in this power. The bonuses for the Slow sets are pretty weak, and the Slow only affects run speed, not -Recharge or -Regen. Since you already have them immobilized with Roots, that RunSpeed debuff is not very useful.
Creepers: There is a lot of debate on how to slot Creepers since it works through psuedopets. I think the best is 2 Acc/Dam Hami-Os, 2 common Recharge, then the Posi-Blast proc and the Impeded Swiftness proc. I think that nets more overall damage, more Recharge and more Accuracy than you have. And that way you can slot up Fire Blast for that 6.25% Recharge bonus.
Vines: This power has a 20% Accuracy penalty, so your accuracy is too low. Replace the Triple with the Acc/Hold, and then add a 5th slot with an Acc/Hold/Rech from any cheap set.
I would take Spirit Tree and EM Pulse over any of the leadership powers you have. EM Pulse is an awesome panic-button hold with a HUGE diameter. Spirit Tree is nice to have for longer battles like AV fights. Then you could add Combat Jumping -- it provides Immob protection for almost no endurance, plus it is a great place for a Karma -Knockback (much cheaper than the Zephyr) and/or a Luck of the Gambler Recharge. I would take CJ over Vengence any day, unless I was on a team designed to leverage off of suicidal teammates. Fallout is another very, very, very situational power that I would skip. You have a total of 4 powers dedicated to people dying . . . 3 for others and 1 for yourself. That seems like a lot to me.
Health: Slot the Miracle proc and the Miracle Heal, then the Numina Proc and Numina Heal. Then you can add a 4th slot to Stamina, because it is underslotted right now.
Rise of the Phoenix: It is nice to have a self rez, but you really shouldn't need it. Just a Recharge in the default slot should do enough. -
First: When posting builds, it is a good idea to use the Short Form and add the Data Chunk. I tried to use the Data Link on your build and it was broken, so I can't download it into Mids.
I can make a few suggestions, however.
Many people use the Earth APP rather than the Fire APP. Why?
(1) You get an defense-based armor instead of a resistance-based armor, and it is much easier to build for more Defense than more Resistance. Admittedly, it is only Smashing/Lethal defense, but a majority of the attacks in the game have a smashing/lethal component. Admittedly, Rock Armor is ugly, but it gives you the best numbers.
(2) Fissure is a short range AoE damage power that recharges faster than any of the other AoE damage powers from the APP sets AND adds a chance for Stun that can stack with your Stun in Flashfire. It recharges faster than Fireball . . . and it gives you a different damage type for those few foes who are resistant to Fire Damage. The Short Range isn't a problem for a Fire/Kin, who should be fighting in melee anyway.
(3) Seismic Smash is a melee attack that does huge damage (further buffable by your Fulcrum Shift) AND adds Mag 4 Hold that can hold bosses. Fire/Kin is weak on single target damage, so this fills a need.
(4) Earth's Embrace is a Hit Point buff as well as a heal . . . and that HP buff is similar to Resistance in that it allows you to take more damage before you faceplant. Hopefully those extra HPs will give you enough time to use your Transfusion heal. With enough Recharge, you can make this HP buff permanent. This is the most optional power of the four, but nice to have. However, don't bother with Hurl Boulder . . . it is too slow to animate.
That said, you then want to build for S/L defense. Here is a build that is softcapped to S/L defense on the low budget side . . . no purples, two Hami-Os (which you can earn by doing Hami-raids or Statesman's TFs) and all of the expensive IOs can be earned with Hero Merits.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Kin Softcap S-L: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(19), HO:Nucle(19)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Rchg(17)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(40)
Level 18: Burnout -- RechRdx-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46), Ksmt-ToHit+(46)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34), EoCur-Acc/Hold/Rchg(43)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50), BldM'dt-Acc/Dmg(50)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), HO:Nucle(50)
Level 49: Bonfire -- Dmg-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-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 -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;689;1378;HEX;| |78DA6D935B4F134114C767B65BB150A4D02B97D20B6091D24AA38F26262228DA266| |8D557D2D4A56CD2ECD6ED92C893A2D17841052F5FC31735FA41BC7D0623177DF3C1| |D4D33DFFD2AA6CB2F9CDFC67CE65CE9929DC3CEB7D7D6EFDB490BED96AA95E5F9A3| |50DDB32AB55CD72174A15BD2CE80BCCEB9696B9A81BF1A2B96C974BB5783193EFA2| |85587B77CB30DBDCDB9A443AD6CFAC2E2F67C98766EBE57AFF82B1A2599A61675B8| |3EE45938C8B354DBBEE758679AD54D38D4AAF3399D72B2B36CD069CD915ADAAD54C| |CB2ED9BA690CCCD5F472B6689B86B65428D56DCD5A8B506A13F4DF93025F43151F1| |521A2AA503E835F98035FC153B44D1562AED3C6EF1222A78A430130C80C85C030F3| |3ED9B059C32D37A5A3A95BE07366E40573FC2533F58A394F7039D60DE11A128E96A| |4DABAD99FE24EB336F40F1F904997E4985D35D60EDF00EBCC6E1B5C65662CE679B2| |F34827A6E2414C1FFCC6C187B4DC8333F5DCE25CBDB7C175E6913BE05DA66F8D394| |6F9F7726EA2D7A338DA02CDFBD89FEC8B48A7E6A930530909D1CF6BA21FF12FD092| |1F9A3FCE5A88FC06D9AF120C70AC4C10FC2D1C5F8F681A46FFC2E879E4133381DE2| |7D0F3A90ADB4AF23B885883A8878BB4618EE51A1EA5414A15233130C94C8C3155DA| |1BC5DEA88F7D8EFA41E4398A3C370831E417DBE5DAC4F7C01FCCDC4FF01BE792279| |B247A91DCE0B5B127E053F019737C13DC621664F32D38BD764DE06C475B4CFFCDEF| |749D271167F20D6BC7DE82EFC0F7CCA90F206CB7C9368D1AA4518369D4601A35984| |60D7E7985C8A206D945425215C72F8197C122338777F9984C67D0A39928C71C51F7| |DFAA103853BE534BB0B6A8EEBF4F21916FB4BDAFE1F135DF208FB7BB692FEEAECCF| |0DE9D4E6D92B5DDB626E555BE07A96B7CBEBDF69A22D1AF00FA12C05D9E3920CFA9| |03B4DC01DAC94EAD419F38F19FF207408DCEDC| |-------------------------------------------------------------------|
There are lots of ways to make a Fire/Kin. My slotting on Hot Feet was on the cheap. You can do better in a lot of ways, especially if you have the Influence for purple sets.
But there are a few basic principles you should understand.
Char: This does damage as well as being a key single target hold. Thus, if you have that Unbreakable Constraint set, put it in Cinders rather than Char so you can fit some damage into Char.
Ring of Fire is a single target Immob that does some damage over time. It is somewhat useful as a single target damage power that sets containment. In high levels, it can be somewhat useful to stack Immob mag on bosses and AVs. But other than that, it is fully skippable. It can be used as a set mule for an Enfeebled Op set if you want to slot Fire Cages differently. That Grav Anchor Chance for Hold is wonderful in Fire Cages, so coming up with a different way to get the S/L defense you want while slotting Fire Cages with the Grav Anchor set could be a good idea.
I like having full invis on controllers, so I added Super Speed with a stealth IO. That's certainly optional.
I threw in Burnout because it can be useful in a panic-button moment, or if you don't want to wait around for your powers (like Flashfire or Cinders) to recharge. There are a lot of other things you could put there.
Speed Boost should have an EndMod, not Run Speed. Lots of people complain about the run speed boost but like the Recharge and Recovery buffs. Adding more Run Speed is just cruel.
I like Bonfire, so I fit it in. You certainly could use Earth's Embrace. -
Quote:Why combine it with Superior Invis? I find that it is an either/or . . . run SI or TJ. I have mostly been running TJ on teams, when the tank or other melee guys grab aggro, I can run around the outside of the group, debuffing and using my controls. If there is another Time character on the team, then two TJs combined provide a massive ToHit Debuff.I picked TJ and am planning to spec out of it. I'm a lvl 25 now.
My issues with Time's Juncture:
1) Short range.
2) The debuff is of a short duration, which means I have to spend more time in melee than I would otherwise like.
3) It's expensive endurance-wise.
4) It draws (often unwanted) aggro.
I don't mind moving in to melee range to cast a PBAOE, but at least let it have a real duration like Temporal Mending does. I can Hover in, cast Temporal Mending, and Hover right out. Same for Flash. Time's Juncture REQUIRES that I stay in melee range. Almost as soon as I leave, the debuff is gone.
When I get ambushed, I cast Flash, and then I unleash the Blinds, Deceives, and the PA. Once the wheel begins to roll, enemies rarely survive very long. Time's Juncture simply doesn't help much.
It's also expensive when combined with Superior Invisibility.
I find TJ to be a situational power that is more team-oriented. I run SI most of the time, but when a big fight happens, I will often turn off SI and turn on TJ for the debuff -- it provides a team benefit while SI only protects me. As long as a good tank can hold the aggro, TJ provides a nice benefit. -
Quote:A couple of quick things you should know: Many Area of Effect (AoE) powers that aim for a single foe and hit the foes in the area around the foe have a 20% Accuracy penalty. This includes Stalagmites and Stone Cages and most controller AoE Holds (but Volcanic Gasses is special). As a result, you need to slot those up with much higher accuracy. This, plus not using SOs is probably why you were missing so much. Higher level foes require more accuracy.Thanks mate, I will definitely read the guide.
And nope I wasn't using quicksand! I will for sure now though.
Standard SO-type slotting for Stalagmites is 2 Accuracy, 2 Stun, 2 Recharge. Slot the two Accuracy first, then add the others as slots become available. Note that Stalagmites, if it hits, will stun minions and lieutenants but only has a 20% chance to stun a boss.
For Stone Cages, start with 2 Accuracy, then add EndRdx, since the endurance expense is pretty high for an AoE Immob. Note that the duration of the power is already quite a bit longer than its Recharge, so slotting for Immob duration really isn't all that important. A few other things about Stone Cages -- it has a 12 second -Knockback effect, even though the cages themselves last much longer. As a result, you do NOT want to use Stone Cages after using Earthquake, or it will neutralize Earthquake for 12 seconds. On the other hand, you can use Stone Cages, wait for 12 seconds and then use Earthquake and the foes will bounce inside their little cages.
Quicksand and Earthquake are Location-Targetted AoE powers. They do not need accuracy. Quicksand is auto-hit, although some foes (like Council Warwolves and Vazhilok Cadavers) ignore Slow powers. The Defense Debuff will still hit them, making them easier to hit. Earthquake has a chance to knockdown, and this will effect even bosses. Earthquake+Quicksand is one of your best ways to control groups, especially groups with bosses.
Earth Control has three main forms of AoE control: Stalagmites+Stone Cages (Add Quicksand to make it better), Earthquake (+Quicksand), and Volcanic Gasses (+Quicksand). Each of those types of AoE control has times when it may work better than the other forms -- it depends on the foes and the situation. There is a fourth form of AoE control, but most people skip the PB AoE (Point Blank AoE, or in an area immediately around you) Sleep power called "Salt Crystals." It looks cool, but the foes wake up if they are disturbed at all . . . and most teams tend to throw out lots of AoE powers, making Salt Crystals mostly useless. It can be useful solo or duo, but as an Earth/Emp you should spend most of your time on teams. -
I rolled up a Street Justice/EA Brute simply because I hadn't tried the Energy Armor set yet and knew nothing about it. At level 25, he's been a lot of fun, but he sucks down endurance like crazy. It will get better once I have enough slots for more EndRdx and can slot him up with some sets, but I'm really looking forward to those late EA powers.
-
There haven't been many guides written on the newer power sets. For your Rad side, take a look at my Illusion/Rad guide, linked in my sig.
Because Elec has a PB AoE toggle aura, it combines well with Choking Cloud. While I do not recommend Choking Cloud for an Ill/Rad, I DO recommend it for an Elec/Rad. The playstyle is pretty easy -- throw out Static Field to sleep the foes, then run in with Choking Cloud+Conductive Aura to drain endurance and hold.
The only powers in Rad that I would find optional and thus skippable are Mutation and Fallout. Both have their situational uses, but are the powers most easily skipped if you need those power choices for something else. On the Electric side, Electric Fence (the Single Target Immob) is skippable unless you plan to solo -- If you plan to solo, slot this for Damage before any procs. Compare this to Chain Fences (the AoE Immob), which does so little damage that you will get more damage from procs than slotting the power for damage.
Jolting Chain is often debated. Some assert that it is useful on low levels but becomes useless in upper levels. I disagree, as I find it useful at all levels, especially against confuse-resistant foes or when Synaptic Overload misses. I threw the Devastation Chance for Hold in it, which seems to work. (Some procs will only work on the first target, but the Devastation Chance for Hold follows the chain.) Fast Recharge lets you keep foes bouncing quite a bit. -
Leslie Neilson in Airplane . . . before Airplane, Nielson was known only as a serious actor. His career completely turned around and he became known to a later generation only as a comic actor.
and yeah, Elizabeth Berkley wanted a complete break from her "Saved by the Bell" image, so she became the star of one of the worst movies of all time, "Showgirls."
I remember seeing Erin Moran (Happy Days) in some horrible sci-fi monster movie.
A successful one: Farrah Faucett in "The Burning Bed" about an abused woman getting revenge. She became respected as a serious actress after that. -
Quote:First and foremost, starting at level 22, you should be slotting SO level enhancements instead of DOs. Buy them at the origin-appropriate store in Talos.Hey folks, I am running earth/emp and am now lvl 22.
I went on a positron tf, got exemplared down to 16, and I can't land anything reliably on mobs higher than orange. Most of the mobs were orange and red, some purple, and I felt beyond useless. Basically just caging the whites and spamming heals.
What can i do to make my control powers actually land?
Right now I am slotting lvl 25 acc DOs, with a couple set pieces. basically 1 set piece per control power as I am not filthy rich and have been away from the game since way back when people were terrified they were going to merge the markets for red and blue. So I am halfway clueless. Any advice would be greatly appreciated.
If you are short on money, that's easy to fix. Go to Wentworths, and put low bids in on level 50 recipes that nobody uses, like Sleep, Range, Taunt. Look for any recipes selling for less than 1000. Buy as many of them as you can, then run to a vendor and sell them to the vendor for easy profit. In a very short time, you can make a million or two.
Next, are you using Quicksand? That power has a huge 25% Defense Debuff, which should make it easy to hit high level foes. It is auto-hit to apply the Slow and Defense Debuff.
Take a look at my old Earth/Rad guide for some information on your Earth powers. Link is in my sig. -
Quote:Your response there comes across a bit snooty when I was making a friendly suggestion. Your failure to post the build might be why nobody responded for six days when you first posted it. I made that suggestion because I often skip over commenting on builds when the poster doesn't post the build. I want to see whether it is worth my time without having to pull up Mids first. With all the time I have spent looking at builds, I can usually see pretty quickly if there is room for improvement. If I see something that needs comments, then I may go ahead and pull up the build in Mids.I like to think I have a good enough idea of what I'm doing that a quick glance-over wouldn't be the best means of acquiring worthwhile feedback. DSorrow was more than helpful already- Thanks for your concern though.
A few others around here know something about Ill/Cold and might have different suggestions. I'm pretty familiar with Illusion, as I have Ill/Rad, Ill/Cold, Ill/TA and Ill/Storm all at 50 . . . and could probably suggest some improvements. However, if you don't want to bother posting the build, I won't bother spending my time to help. -
It helps if, in addition to the build, you explain a little bit about your playsytle and goals for your build. Mostly teams or solo? Do you tend to play agressively or more cautiously? Are you more "controller-ish" or "scrapper-ish" in that you focus on getting control of groups or just want to run in and do as much damage as possible?
My experience with Poision is somewhat limited to my Demons/Poison MM, so take that into account. But I have plenty of experience with Fire Control -- three level 50s.
You have gone for Softcapped S/L defense, but you are using Stealth and Grant Invis. Half of Stealth's defense will suppress. You want Invis? Just throw a Celerity Stealth in Super Speed. Then drop the Stealth pool and pick up either Hover or Maneuvers.
Char: Single target hold should be slotted for, uh, Hold? Try 4 Baz Gaze here, with an Acc/Dam Hami-O and a common Damage.
Envenom: needs a lot more accuracy. You want this to hit tough targets.
Combat Jumping: If you slot enough Acc, you can skip that slot for Kismet.
Flashfire: This should be slotted for Stun, not damage. The damage is minimal. Stupify with an extra Recharge in the 6th slot instead of the proc, unless you can afford the purple set.
Hot Feet is your main source of damage. I'd slot it up for Damage and EndRdx, with some Accuracy. Procs ONLY after Damage and EndRdx are slotted.
I have found that Neurotoxic Breath is the best power in Poision. It provides some decent AoE control through Slow, -Recharge and an occasional choking. You skipped it. Fire Cages + a -Recharge power is goodness.
Bonfire: I'm not convinced it is worth all those slots. I like the power, but use it mostly as a situational form of control to block hallways and distract foes. To use it for damage, you have to spam Fire Cages and hope that you don't miss many. And then it takes a while. I usually just throw a single Acc/Dam Hami-O in it and that's all.
Cinders: I would have taken it much earlier. It fills in when Flashfire is still recharging. The Lockdown proc in Cinders and Paralytic is actually doing a lot less than you think. That Tesla Cage animation shows even if the foe would have been already held by the power on its own. It really only has an less than 3% of the time. The proc works great in low mag holds, but isn't all that effective in other places.
Focused Accuracy? I would much rather have just about anything else in that pool. -
You would get a lot more responses if you posted the build itself instead of just the Data Chunk. By posting the Data Chunk alone, you force anyone who wants to help to load up Mids . . . and some people review the forums at work (no Mids) or on a Mac (Can't run Mids unless they have a Windows virtual machine). And some people just won't bother. But they might bother if they saw something in your build that they feel needs to be commented upon.
-
Somebody brings it up every few months. No word from the Devs as to when it will or might happen.
But imagine the combo of Grav/Traps . . . laying down a bunch of trip mines, Acid Morter and Poison Gas Trap, then wormhole a group into the middle . . .
It wouldn't be fast, but it would be funny as hell. -
Quote:Yes, Time is a good secondary, but I think the point was that while Time works well with Gravity, there is nothing in Time that makes it work especially well with Gravity.Yes Time is a very good secondary which works well with other primaries as well. But the OP didnt ask about other primaries. They want to play Grav. so all the references to fire are kind of moot.
Compare that to Storm, which has the Freezing Rain+Crushing Field synergy. Plus, Gravity's focus is single target damage, so the chaos in Storm presents less of a problem. In fact, Hurricane helps Gravity more than other primaries because it allows the Controller to focus on that slow attack chain while Hurricane pushes foes away and debuffs their ToHit -- it forces foes into only attacking from range while debuffed. Time has the ToHit Debuff in Time's Juncture, but the foes can still run into melee and attack.
Plus the stun in Thunderclap can stack with the stun in Wormhole (which both Fire and Earth can do). The chaos from Lightning Storm and Tornado are less of a problem when you have a ranged single-target attack chain. And those pets help protect the controller while he spends the time on his single-target attack chain.
These are examples of how Gravity can take advantage of Storm differently than other primaries, and how Storm complements Gravity differently than other secondaries. -
OK, in my view, your build needs some help. Rather than go though it line by line, let me post my current build, and then add a few pointers.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrophore: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), HO:Nucle(29), Dmg-I(29)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(23), GravAnch-Hold%(25), Posi-Dam%(25)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitDeb/Rchg(36)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(11), HO:Nucle(11), EndRdx-I(15)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-ToHitDeb%(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Air Superiority -- HO:Nucle(A)
Level 24: Mutation -- RechRdx-I(A)
Level 26: Bonfire -- Det'tn-Dmg/Rchg(A)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34), Lock-%Hold(36), EndRdx-I(36)
Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(33)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Build%(48)
Level 35: Fallout -- HO:Nucle(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Mental Blast -- HO:Nucle(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(40), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1504;689;1378;HEX;| |78DA6594594F13511886CFB483D8B2EF6B050AB405A4D0E895312191458116CA7A4| |B1A18DA496AA799D628DE79A171C13DD1BF6062A2172A10FF844BDCFE8442F4C678| |831F7DDFD2269DA479CEBCE77CFB9C46AE4D54BEBA78634C69B5E3C95826B3366EA| |5B2B6954C1AB67BD9584FA4ACA415DF52F2B8A25BB6954E58B6512E6F5D85737993| |E094691BF9176FD1FE852B9B9BC1C5D88619CB9A566A6DF2B299C9C8A26E3A95306| |C23950DE617EEA8256E96D286B151915B4E25CD78225B995B878D58DA4CC56BF22F| |1B869D4998E9C6C9B4B91E8C1E3934D7D722B14CD6B0B75A25439FFC6E6A8ACF619| |9FAE250CAA32BC757B0FD1BF91DEC3C2FC774A7EAF40843BA9A2BD8EA6A56CB69CD| |61F054849C23E7C15B028DF1B405474E732C828D4B60F332D8BA42EE215E540C9D1| |A6C9DDBD8D3EF930FC0DA8760F723F2317814BE0C719D653BD04EEC91EFC1DE5DF0| |B69C2D679CF2AB887DF23AF90275B85F92EC49750FF67B65F42ED82A970BFEEEC87| |B05FB543103AD72960C83D511E63F0F7AC54F15FC38AA86E0BB9E6C241764BF067E| |B51AC6AF27EFCA5E1D63D671AE039CEB20E73AF8838CA3962541036C54433BFCB82| |58F266A4DAC7551CEB5506B612EF7446BA3D6F61ADAB2681DEC63C704EAEA99222F| |91D3ECFD3F92F9374B5C0F6BF3FC55B93CBB9B90E7B6A08BDF50D73EEC860FC8DFE| |41F70648C1C0757C4D6CB3CBDAC6755B47E7E1BFDEC958FBDF2B1573EF6EAA353A9| |00E71260ED03799E83BF4F726608679C437DB2F0EBEA743FE92703E067391BE49C8| |26FE167E41D187A43EE90BBE007B119650DA3F93BA91FDF45A5383B4F413B1C2CDE| |3F94478D9628A112E54C8972B64409172B01DE54FDF8962B8DDDF9E9168D37431B8| |6B65FD09CDA0AA6DBB70AFAA7D121FF0CF8ABD89E710E8AED9F60C27D4FC967A0FF| |39E8AA957F0F76634C3EF310D7FF015802E580| |-------------------------------------------------------------------|
The main focuses on my build are Recharge and Recovery. I want Flashfire up as much as possible, and the ability to use Fire Cages (with that great Chance for Hold proc) as often as possible.
Fire/Rad is a bit short on single target damage, so my build adds some in Char. Lockdown is a good set if you are building for Defense . . . which you aren't. Recharge is better.
Radiant Aura slotting gets 5% Recharge.
RI needs ToHit Debuff, but I don't really see the need for Defense debuff all that much. It has a fair amount -- enough to get you to the 95% ToHit cap without any enhancement except for some AVs, and even then you'll hit most of the time. In higher levels, I find that I use RI less and less because of its longish cast time -- by the time it finishes casting, most of the foes are dead.
Smoke: I've tried it several times, and still have it on my Fire/Kin, but I'm not impressed with this power. Instead, I have Super Speed + Stealth IO for full invisibility. As a result, I don't need Smoke.
EF: Only needs 2 EndRdx, the third has virtually no benefit. It saves only about 0.07 endurance.
No Leadership: These toggles don't really add much when all the foes are controlled, but they use a lot of endurance.
Ling Rad: Needs ACCURACY to hit higher level foes. The main benefit of this power is the -Regen and -Recharge, neither of which can be enhanced. With enough Global Recharge, I have this nearly perma with only an Acc in the default slot.
Hot Feet: My slotting caps Damage and EndRdx, has good accuracy and adds a little bit of Slow. The Slow keeps foes in the area longer, giving Choking Cloud more time to hit.
Choking Cloud: Needs capped Hold with good endrdx, for the reason explained in my Ill/Rad guide.
Fire Imps: Blood Mandate is good if you are going for Ranged Defense, which you aren't. My slotting goes for Recharge.
I went with the Psi Pool mostly for Indomidible Will. The biggest problem I had leveling up both of my Fire/Rads (I have two at level 50 on different servers) was getting mezzed, which turned off my Choking Cloud and Hot Feet. IW took care of that most of the time. Psi Tornado is decent AoE damage, and the shield provides some limited protection to S/L and Psi damage -- usually good enough where my Heal to handle the rest. The Fire Pool mostly adds more damage, and Damage was not my problem. I did take the Cardiac for the Alpha slot so endurance is rarely an issue -- and it buffs my Resistance further.
A Micro in Swift is OK, I suppose, as it enhances both run speed and Fly speed -- but Fly is already at Fly speed cap so it does nothing to help Fly. It would help Hover a little bit . . . but you don't have Hover. Sell that HO for big bucks and just use a common Runspeed.
The Micro in Hurdle is a complete waste, as Hurdle only takes Jump. A common Jump IO would actually be better. -
OK, a few points and impressions of my Grav/Storm . . .
I tried several times to find a Gravity Controller I liked . . . I tried Grav/Rad, Grav/Kin, Grav/FF, but it finally worked with Grav/Storm. I took that one up to 50, mostly solo. Gravity has pretty good single-target damage, but is really weak on AoE control. It relies heavily on the pet, Singularity, but you don't get that until 32, so the road up is tough. There are really only three "interesting" powers in Grav . . . Propel, Wormhole and Singularity. All of the other powers are pretty boring other than the Intangibility . . . and I have found that I hate Intangibility powers.
There is both synergy and some problems with Storm. Leveling up, there is a wonderful synergy with Freezing Rain since the AoE Immob does not have -Knocback. Once I hit level 16, Freezing Rain+Crushing Field was my main AoE control. On the other hand, since the AoE Immob does not have -knockback, Tornado becomes a huge cause of chaos.
I skipped Lift and Dimension Shift from Gravity. Crush actually does more damage than Lift and it sets Containment. Since I played mostly solo, my single target attack chain was Grav. Dist.-Crush-Propel. Propel with Containment does a large amount of damage . . . and add the -Resist from Freezing Rain and it is even more impressive. However, that attack chain takes a while to animate, so you need some protection from other foes while you pound one into submission. This is where Hurricane is great . . . keeping other foes away and debuffed while I would pound on one. I use Hurricane more with my Grav/Storm than any of my other */Storm controllers. (I have Ice/Storm, Ill/Storm, Earth/Storm and Grav/Storm all at 50.)
Another key to my playstyle is Steamy Mist + Super Speed for full invisibility. It lets me scout out the situation and plan the best way of dealing with each group. It lets me get in just the right position for powers where positioning is imporant, like Lightning Storm, Hurricane and even Gale. It also lets me lead Singularity into the fight to draw the aggro before I attack -- Singy is one of the toughest pets and makes a great tank.
I found Wormhole to be a situational but fun power. I usually look for special situations to make best use of it, which is easy solo but not quite so easy on teams. It is great fun to throw foes off of buildings, or put them in tough situations. My favorite is to set up a corner with Lightning Storm and Singy, turn on Hurricane and then Wormhole a group into the corner (or cul de sac), then throw out Tornado. Hurricane holds them in the corner and debuffs their ToHit while Singy, Lightning Storm and 'Nado beat up on them. I call it "the Corner of Doom."
The only power I skipped from Storm was O2 Boost. I like this power on other Stormies, but since I mainly played solo and you can't heal Singularity, I didn't see much of a need for it. I got the Medicine Pool instead, with Aid Self for me.
Plan to slot the two pet +Resist procs into Singy since he already has high Resistance, and those procs make him much tougher. -
Quote:This is the first controller in which I have decided to invest money. The only problem is I have really no idea what I "should" be aiming for with this guy - do I shoot for defence? do I shoot for recharge? It seemed pretty easy to snag perma-hasten and AM to boot so I tossed a build together with that in mind. The only thing holding me back from going forward with this build is the cost of the Basilisks and wondering if I can pick up the recharge in another way to save some cash.
Thoughts?
http://www.cohplanner.com/mids/downl...A0E41F5EA513BE
I could not pull up your build. I suggest that when you want to post a build, post the short listing of the build plus the Data Chunk. That will make if far more likely that you will get a response. Not everyone wants to boot up Mids. I tend to look at the posts that interest me . . . and usually don't bother if folks don't bother to post the build in a readable form.
As for what you should aim for, there are differing opinions. My view is that Recharge and Recovery are usually the best thing for Controllers because foes who are controlled are not a danger. If I can get Seeds of Confusion and Creepers to recharge faster, that is a good thing. However, lots of folks prefer Defense. They assert that great defense means that you can wait a bit longer for the controls.
It somewhat depends on your playstyle . . . I tend to play more of a "weenie" playstyle where I use Invis to run up close enough to maximize my use of Seeds of Confusion. When the group is controlled, the Roots and Creepers will add AoE Damage and my debuffs will help with the rest.
As for the expensive IOs . . . that really isn't a problem any more. Any of the expensive IOs other than Purple and PvP IOs are affordable by using Hero Merits. You just have to earn them with Tip Missions or the Who Will Die arc. -
Quote:There are several advantages to flight.Nice although I can't look at the build due to being at work. But as long as PA is perma then I'll be a happy camper. On my current build I have the ice mastery. And I never thought of taking the flight pool for means of travel.
(1) you can fight from the air, staying out of melee. Combine that with invisibility, and you you won't get noticed by most foes, either. Use an easy Fly/Hover toggle to fight while in Hover. (I use the Speed on Demand binds in CityBinder, which automatically puts me in Fly when moving, then in Hover when not moving.) Since Illusion mostly works best from range, this is a really nice fit.
(2) Both Hover and Afterburner will take Defense enhancements, so both can hold a Luck of the Gambler Recharge IOs. None of the other travel power pools have two powers that will take LotG Recharges. Jump has one, Speed and Teleport have none.
(3) Afterburner takes care of the biggest complaint about Fly . . . it is too slow. Fly is otherwise the best all-purpose travel power.
(4) Fly is, by far, the best travel power to have for those missions where you have to travel around a zone looking for Glowies or certain foes.
(5) Fly lets you travel long distances without having to pay attention. Good time for a short AFK.
The Ice APP is nice for several reasons: The Blast is just as quick as Fire, does a rarely-resisted damage type even if Fire does slightly more damage. The armor is S/L Defense instead of Resistance and looks a lot better than Rock armor. Hibernate is a wonderful "Panic Button" power. And you get a choice of two AoE damage powers -- I prefer Frost Breath because it has all up-front damage and recharges faster, but Ice Storm does a lot of damage if you can keep foes in it for the entire duration.
I use Fire on my Ill/Rad and Ill/TA, but I use Ice on my Ill/Storm and Ill/Cold. Both sets are very good.