Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. I suggest you take a look at the Illusion slotting in the Perma-PA build in my Illusion/Rad guide. It might help you better slot those Illusion powers.
  2. The goal was perma-PA. Here's an Ill/Therm with Perma-PA (just barely) and a lot more of the powers from the secondary. The one wierd compromise I had to make was taking Rise of the Phoenix and slotting it with the purple Absolute Amazement set. Other than that, the powers are slotted to be functional. I also kept the Blind-SW-Blast-SW attack chain that I feel is essential to keeping your damage up.

    It has perma-hasten, perma-Melt Armor and Perma-Heat Exhaustion. You get both the AoE and single target heals. And one of the Resist Shields. Here's the build:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Ill-Therm with Perma PA: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), HO:Nucle(13), Dmg-I(48)
    Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(23)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(13), HO:Nucle(25)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(27), CoPers-Conf%(29)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(34)
    Level 10: Fly -- Zephyr-ResKB(A)
    Level 12: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(36)
    Level 14: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-Acc/Rchg(15), UbrkCons-EndRdx/Hold(23), UbrkCons-Dam%(25)
    Level 16: Hover -- LkGmblr-Rchg+(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(29)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 22: Afterburner -- LkGmblr-Rchg+(A)
    Level 24: Thermal Shield -- ResDam-I(A)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46), Abys-Dam%(46)
    Level 28: Forge -- ToHit-I(A)
    Level 30: Power of the Phoenix -- Amaze-Stun(A), Amaze-EndRdx/Stun(37), Amaze-Stun/Rchg(40), Amaze-Acc/Stun/Rchg(50), Amaze-Acc/Rchg(50)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
    Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(37), RechRdx-I(37)
    Level 38: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(40), RechRdx-I(50)
    Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg(46)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(39), Numna-Heal(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(39), P'Shift-End%(39)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1481;682;1364;HEX;|
    |78DA6594594F13511886CF7401BA004564B7D252A008B4B4805E991045C002C5C6E|
    |D4EEB08054687B6B645E5D2BFE00D7149DCA2DEB9FC17312612F507A8A0FE80FA31|
    |EF5B20E9A4CD73E63DDF76BE73E624EF9FF3BE9B7930A134DFA4A9178BE9C95CB65|
    |4C89966A6E04CEA2BC6A292A72D619A91CBAB99C25AE09E515A0DA464A40752676A|
    |652E74E050F18D8AF97AD1C8652B42F090CDD9F5E5E5A8154B37D317F525432F89A|
    |572A772E278299FC92C79ACE1B469ACAC96BCD6783EA3E78DEC4A93F592C8DE358A|
    |C64DC3344A1BBEA9BCB1184D2C66D249BD58CA1436DAA5A23EF93FD7149FB2537DB|
    |229E57728DB1658F319747F01BDA7C5CC6157237E61DCA18C035F879AD32CCD9D04|
    |7D0BE405B035053E1368CCA76D0AC292EF11E8784C3E01BD4FC176E67D218E76E6B|
    |35FB359F1EAAE839D69F206784C077BA4F54E2B6159730EA1EE1AF295E8B59873D6|
    |B6A0BE3A3778DC4BD6930D60B011F4485C176A51AE6DE4BA2D531ED6E7613F82EC4|
    |788FD08B11F21F6E3A5A09E3EF55388D3304DCE80ADE7C1F604E892DC8DA85B35B2|
    |EED78226AEA56907764776C9BFE0D17FE4047B34C9F812AF99F19A194FB52AD542A|
    |D85DA2D411BD7DC368CBD79235A07EBEFF80ABBC16DF21B18F94EFE0073822EC6E9|
    |1AC55EAC89E6671CFF2CEAEA5D00C373607C9E4C826FC5A79B3EDD5C6BE00FC9350|
    |7B8E620CF505E7C7AE063EBE944EEDE0A792EEE68F836F66CFA6C76EBEC87ED609C|
    |36EFE57580B90722C871224A8E903170300EFEF42A35449FA13168C3E3E449F2141|
    |819053F4A9E28F6C116E53E8CF8C866F083D8C4D8CF18EBFBE596EF8CFBA745A0ED|
    |1C68366D56B3F6AFFF2A6284AF80BF0FFB0DC06FF7B05F005AFF43D4D7BFC9B3E4D|
    |8BF0BE427CF5EB32A4A79B06A3656A5C4AB94B12A65BC4A99AF52528EFD1B4669EC|
    |86CBB77F7394FF03845EDFB8|
    |-------------------------------------------------------------------|
  3. Internal Revenue Service Audit . . . Online! See how many tax deductions you can disallow! Analyze financial records and boxes and boxes of receipts! Scrutinize bank records! Levy on bank accounts!
  4. First, Welcome back!

    Let me make a few suggestions: You need to decide a focus for your build. Are you going for Recharge? Then slot for Recharge. That will let you get the Flashfire+Fire Cages combo up as much as possible. or you can focus on defense, which is discussed below.

    Char: This is a power that can use Acc. Hold, Damage and Rech, with a little bit of EndRdx if you can. It is one of your better single target damage powers and also sets single-target containment. First, you want it to HIT -- so you want decent accuracy. You only have 37% accuracy with your slotting. You have no damage. You have a proc that is mostly worthless -- think about it: if a foe is held, what good is a 20% chance of a -25% Recharge debuff? and the 5th set bonus of Baz Gaze is pretty worthless, too -- Status Resistance only shortens the duration of the status effect by a small amount, as 100% Resistance only cuts duration by 50%.

    So I suggest use 4 Baz Gaze (leave out the proc and the End/Rech/Hold), and then add an Acc/Dam Hami-O (Nucleolus) and a common Damage.

    Fire Cages: Enfeebled Operation is a great set if you are slotting for Smash/Lethal or Melee defense, which you aren't. Otherwise, it kind of sucks. What do you want out of this power in terms of bonuses? I would suggest, if you have no limits on Influence, to take 5 Gravitational Anchor (leave out the pure Immobilize). That will get you the all-important 10% Recharge. Then add a damage proc like a Posi Blast or Trap of the Hunter.

    Contrary to Blissful's build, I do NOT recommend slotting a Posi-Blast set in Fire Cages. The damage is so low from the AoE Immob that you actually get more damage from procs. If you are looking for damage, load it up with procs.

    Super Speed: The Quickfoot is no better than a common Runspeed -- but I usually slot Super Speed with either a common EndRdx, a Zephyr -knockback or a Celerity Stealth. Adding the Stealth will give you full invisibility, which can be very handy and is often my main reason for taking Super Speed.

    Fighting Pool: Either you should build for Defense or pretty much abandon Defense. If you want to build for Defense, then you need to decide what kind of defense you need -- Smash/Lethal is the easiest to build for, since you can get either Ice Armor or Rock Armor (or Scorpion Shield from the Villain PPP). Most folks go with Earth for Rock Armor. Then you can stick with the Enfeebled Operation in Fire Cages, and go with a Kinetic Combat set in Kick or Boxing . . . you have to go all out for Defense. If you aren't going to do that, then drop the Fighting Pool. That is three power picks that could be more effective and slots you could use somewhere else. Smallish amounts of Defense and

    My Fire/Kin went for Rock Armor. Most of my controllers do not have much defense and do fine because they mez before they get mezzed . . . but it depends on your playstyle and goals. If you don't go for defense, then you can fit in some of the nice utility powers like Bonfire, Increase Density, and some useful pool powers.

    Hot Feet: This is one of those "take it as soon as it is available" powers at level 8. It also sucks down huge amounts of endurance and needs a lot more EndRdx than you have. The full Multistrike set is pretty decent slotting, or you can Frankenslot for a mix of Accuracy, Damage, EndRdx.

    Flashfire: Should be taken at level 12. Period. Your slotting is fine unless you can afford five of the purple Absolute Amazement set.

    I think you are underslotted for EndRdx on both Assault and Tactics. I didn't take Leadership on my Fire/Kin, but the only one I would consider is Maneuvers if I was going for a Defense build. Assault is not useful if Fulcrum Shift puts you and your team at damage cap. Tactics isn't needed when you have sufficient slotting for Accuracy. Maneuvers can be useful if you are slotting for Defense, but you aren't. And all of those toggles constantly drain endurance. Yes, you have Transference (when you eventually get it), but if it misses, you may be in deep trouble on your endurance.

    Combat Jumping: It uses almost no endurance (0.07/sec), so it doesn't need EndRdx. Slot it with a Luck of the Gambler +7.5% Recharge or a Karma -Knockback. The Immob protection is nice from CJ.

    Fire Imps: If you are going for Recharge, then 4 Expedient Reinforcement, plus the Dam/Rech and Chance for Build up.

    Fulcrum Shift: Do you know about the 95% cap to Accuracy/ToHit? No matter how much accuracy you have, there is always a 5% chance you will miss. 2 Acc are enough in Fulcrum Shift even without Tactics.

    The Fire APP is great for AoE damage, and a lot of folks use it on Fire/Kins. However, the more popular APP is Earth. Fissure is a short-ranges AoE damage power that has a chance to stun (which can stack with your Flashfire). Seismic Smash is a huge single target damage power with a built in Hold -- makes it easy to hold bosses. Rock Armor is ugly, but it is S/L defense rather than Resistance.

    I wouldn't bother with Super Jump. If you need some vertical travel, the Raptor Pack temp power is almost as fast as Fly and doesn't take up a powerslot or any enhancements.
  5. Quote:
    Originally Posted by Anela View Post
    Servers went down at Tuesday. Why are they down again today? Tryed a trial of this game a while ago and after some time I desided to join to the game as vip . So I 'm still new player to this game and some things don't know . Today is the regular maintenanse and RTuesday was what? An update?
    Thursday morning is the regular maintenance time. It used to be twice a week, but they cut it back to just on Thursday.

    Tuesday's down time was for an update.
  6. First and foremost: Read my Ill/Rad guide. The guide includes a pure SO build, a modertate IO build and a fairly expensive Perma-PA build. The thread after the guide has tons and tons of builds.

    Now-a-days, with a little bit of work, it really is easy to get a perma-PA or nearly perma-PA build. Between Alignment (Hero) merits and Reward Merits, it is pretty easy to earn the enhancements needed. Earn Hero Merits to buy Luck of the Gambler Recharge -- you need at least 4 of them. Hero Merits will also get you those moderately expensive Baz Gaze IOs. The only purple IOs in my perma-PA build are 5 Coercive Persuasion (the second cheapest purple set) and two of the purple Pet set IOs (which aren't essential).

    The Spiritual in your Alpha Slot also helps a lot.
  7. Quote:
    Originally Posted by Pyro_Master_NA View Post
    I'm shocked that Local Man hasn't come by yet. CC should be slotted for max hold duration and max endurance reduction (or at least close, Hold is the primary goal). After that, if you have room to add the Lockdown proc, throw it in too, as it helps a lot in CC. You can use sets, but I highly reccamend throwing in a basic IO of hold, end redux, or a different set's end/hold slot after a 4 slot bonus, so you max out the stats.
    That's 'cause I usually hang out at the Controller forums, not the Defender ones.

    I have a full explanation of why it is important to fully Slot Choking Cloud for Hold in my Ill/Rad guide, but the short version is this:

    At level 50 for controllers, Choking Cloud has pulses every 5 seconds of 7.45 hold, but the percentage chance of the hold hitting is 80% for Mag 1, 50% for Mag 2. Those two combine for: 10% chance of no hold at all, 40% chance of only Mag 1 (which is worthess unless you are stacking mag with another hold power), 10% chance of Mag 2 (minions only), and 40% chance of Mag 3 (minions + lieutenants). CC is a toggle hold, so you want the hold to last as long as possible -- you want to give the random number generator as much to work with as possible to keep that hold going.

    With no enhancement for Hold, any time the hold hits, it will last through one more pulse and then expire. After about 35% enhancement, that hold will last 10 seconds, through 2 pulses. But if you fully slot for Hold duration (95%), the hold will last 14.5 seconds, or nearly 3 pulses -- just a little bit of global +Hold will take it over 15 seconds, or 3 pulses. Thus, if you fully slot for Hold duration, the power has a much greater chance to continually hold foes. (Of course, those are using Controller numbers. I can't check the Defender numbers right now since the City of Data site on CoHTitan is down due to an infestation.)

    If Choking Cloud is going to be a functional power rather than just a set mule, it really needs capped slotting for Hold and as much EndRdx as you can get. Because of the way that CC stacks Mag, that Lockdown proc which adds 2 mag is very effective if you can fit it in. Beyond that, damage procs can be a nice addition especially if you keep the foes in the cloud for a long time.

    I think on my Fire/Rad, I have 4 Unbreakable Constraint (including the damage proc), the Lockdown proc and a common EndRdx. That caps Hold, has OK EndRdx (a little lower than I would like) and the Lockdown proc to add mag.
  8. No offense, but your build needs major work. Way too many pool powers and not enough core powers from your powersets.

    You would do better to take some of the more useful powers out of Illusion than worthless powers like the Stealth pool. Plus you can get more recharge from the Illusion powers. SI and GI are both superior to anything in the Stealth pool. Since you have GI, drop Stealth, Grant Invis and Invis. Add SI and Hover if you need another place for a LotG Recharge. You can move those slots you have in CJ to SI -- CJ uses almost no endurance so that slotting is wasted.

    I suggest you take a look at my Illusion/Rad guide for the Illusion part. Therm has some similarities to Rad, so my Perma-PA builds should help you. The main difference is that without Accelerate Metabolism, you have to make up the 30% Recharge from that power. Some of the purple sets you show will help with that, but you can do better. The guide will help you with your slotting for PA and a lot of your other powers.

    Take Deceive and slot it with the Coercive Persuasion set. (Read the section on Deceive and learn how useful it is.) Take Flash, move the Unbreakable Constraint set to Flash, and slot Blind with 4 Baz Gaze, an Acc/Dam Hami-O and a Damage IO. And that Chance to Placate in Blind is a complete waste of a slot.
  9. Local_Man

    Vampire Movies

    I'm astounded that nobody has mentioned the 1979 movie version of the hit Broadway revival, which made Frank Langella into a recognizable actor. Lawrence Olivier as Van Helsing and Donald Pleasance as Dr. Seward. Former Dr. who actor Sylvester McCoy was in it, too.

    Dracula


  10. Here are a few of my quick thoughts:

    Strangler: If you can afford it, replace the Thunderstrike with an Acc/Dam Hami-O.

    Seeds of Confusion: If you can afford it, replace the Malaise set (which is good otherwise) with the Coercive Persuasion purple set, including the Contagious Confusion proc.

    Hover: I would move Super Speed here -- I find with Plant controllers that invisibility is very, very useful to get in just the right position for the best use of Seeds.

    On having three knockback IOs: It is good that you got three instead of two . . . and a lot of people hate knockback so much that they are willing to spend those three slots. To me, one is enough and those other two slots could be put somewhere else. But that is a personal choice. One handles somewhere between 90-95% of the knockback in the game. Three will get you up to 95-97%. I'm not sure that those extra few are worth the extra slots.

    Freezing Rain: Start with 2 Recharge. Add the Achilles Heel Proc first. Then add other damage procs and maybe an Acc/Rech (unless you have good accuracy bonuses) from some set for as many slots as you can. If I can spare 6 slots, I like 2 Rech, Achilles Heel proc, Posi Blast proc, Lady Grey proc, Impeded Swiftness proc. Slotting Damage in this power is a waste. Each of those "-1" you see is actually only .3. The damage is so minimal it is not worth slotting.

    Hurricane: 4 slots for Dark Watcher, with as much Endrdx as you can. I would rather have 4 slots here than 5 in Aid Self. You get the same 5% Recharge in fewer slots and you buff your defensive power. Note: Hurricane takes some getting used to if you want to use it well. You need to learn how to use the outer edges of the power that will apply the large ToHit Debuff without the Repel. You need to learn how to "herdicane" by learning how to position yourself to move foes where you want to move them. Badly used hurricane is horrible for a team, but a well-used hurricane is wonderful. It should be used sparingly, only in the right situation. I have a bind allowing me to use an easy-to-use button on my mouse to turn it on and off quickly.

    Most of my Stormies don't have the medicine pool, so I usually go with the Ice or Earth APP to get a self-heal. Besides, if you have Spirit Tree, I wouldn't take the Medicine Pool. Or if you want the Medicine Pool, drop Spirit Tree.

    Creepers: If you can afford it, the Acc/Dam Hami-Os are better than the Posi or Air Burst. If you don't have the funds, try running some Statesman's TFs or Hami-Raids.

    Fly Trap: Without some other resistance to stack, I think more damage would be more beneficial than the +Resistance proc.
  11. Quote:
    Originally Posted by Redlynne View Post
    Plug this into your Mids' and see what you get. You might be surprised at how effective it is.



    Level 2: Dominate
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
    • (5) Devastation - Chance of Hold: Level 30
    • (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (7) Lockdown - Chance for +2 Mag Hold: Level 30
    Set Bonuses:

    Devastation


    (Dominate)
    • 12% (0.51 HP/sec) Regeneration
    Lockdown


    (Dominate)
    • 3% DamageBuff(All)

    Ah, when you said Hami-Os in the earlier post, I assumed that you meant Nucleus (Acc/Dam). You used Dam/Mez, but are very low on Accuracy. I suppose that might work for even con foes, but that accuracy is too low for high level foes or if you are around ToHit Debuffs. I suppose that other accuracy bonuses or Tactics may make up for some of it, but those may not work when exempted.

    I'm still not convinced that an increase from 20% of bosses held in one shot to 40% is worth two slots when you have so many other tools available. I'd rather have better accuracy. And if you use 4 Baz Gaze, an Acc/Dam and a Damage, you get that always-badly-needed Recharge bonus.
  12. Draggyn's advice is spot on (as usual).

    I usually go for Recharge on my controllers. On a Plant/Storm, I find that I want Seeds of Confusion up as fast as I can get it. Also, I want Roots to recharge so I can do more AoE Damage. And I want Creepers back as soon as possible. With lots of Control, you really don't need Defense -- controlled foes don't shoot at you.

    A couple of other points: As a general rule, damage powers should be slotted for damage before procs until they reach or get near ED cap on Damage. Thus, Roots should be slotted as a damage power -- it is your main source of AoE Damage. A set of Posi Blast with additional Recharge or EndRdx or whatever you want is a good choice.

    Creepers is an odd power and there has been a lot of debate on how to slot it. I think the most popular choice is 2 Acc/Dam Hami-Os, 2 Recharge, the Posi-blast proc and the Impeaded Swiftness Proc. The problem is that it does so many things through its pseudo-pets, and some types of IO sets may not work all the time. However, those two procs and the Hami-Os seem to work all the time.

    Gale needs an Accuracy in the default slot unless you are never, ever going to use it. It has a accuracy penalty. It actually can be situationally useful as a "get out of my face" power or as a "y'all bunch up in that corner over there" power -- although Hurricane does it much better.

    Vines needs more accuracy. I would try to find a 5th slot for an extra Acc/Hold/Rech. The Baz Gaze set is a little short on overall enhancement.

    Strangler: If you can find two more slots in addition to the 4 Baz Gaze, I would suggest add those slots to Strangler with an Acc/Dam Hami-O and a common Damage IO. Damage in Strangler really adds up, especially when you apply it a second time and get Containment.

    Personally, I would never skip Hurricane. It is the best defensive power in */Storm, and has a lot of situational uses for positioning and debuffing. Plus, the ToHit Debuff acts as Defense in many ways . . . so you don't have to slot for Defense. None of my Stormies have the Fighting Pool.

    On the other hand, I find Thunderclap to be skippable unless I have another Stun power to stack. I have it on my Earth/Storm, Fire/Storm and Grav/Storm, but not my Plant/Storm or Ill/Storm or Ice/Storm.

    Super Speed: The best reason to have this is for invisibility and maneuverability. I use Super Speed as my only travel power on almost all of my Stormies because it combines with Steamy for full invis -- but a Stealth IO will do the same thing. The second Zephyr really does almost no good here because almost all of the knockback in the game is either less than 4 mag or more than 8. So you need either 1 or 3 -knockback IOs. One is enough for most of the time. So I would trade that out for an EndRdx (and drop Super Jump -- just use a Raptor Pack anytime you need to get over vertical things).

    The Resist proc in Fly Trap isn't very effective unless you have a lot of other Resistance to stack. If your secondary was Sonic or Therm, I'd say go for it. If your pet is Rocky or Singy, that proc is great. Twoey (Fly Trap's nickname comes from the plant in "Little Shop or Horrors") does decent damage, but does not have significant Resists. Instead, I just know that I'll have to recast Twoey fairly often.
    Tornado is a good place for an Expediant Reinforcement set for more Recharge. Personally, I like Tornado but only use it situationally -- even with Roots, Tornado will throw foes missed by Roots all over the place, and then run around looking for more foes to annoy. It is a great power in some situations, like against hard-to-hit foes or against AVs, but I don't rely upon it for every group.

    Lightning Storm is a good place for a Decimation set. More Recharge.
  13. First, your data link is broken so we can't pull up your build. This happens every time if you go back and edit your post . . . which is why I try to remember to always post the build listing AND the Data Chunk. Thus, I can't see how much recharge you have in your build at this point. I can't tell if you have perma PA.

    Second, I have very little experience with Sonic. I tried it and just didn't like it. Maybe I'll try again sometime -- Earth/Sonic sounds good, but so far I haven't gotten very far with Sonic.

    Blind: It would be nice to get some Damage in here. Consider dropping the proc and replacing it with an Acc/Dam Hami-O. Then if you can free up a slot, put a common Damage IO in the 6th slot. Since you use Blind to set up Containment, that damage really adds up. I'm not a fan of the proc from Baz Gaze . . . What use is slowing the recharge of a foe who is held?

    SW: Normally I suggest using the Decimation set for the Recharge, but I don't know if you need it.

    Deceive: Do you really need the Ranged Defense from the Coercive Persuasion set? If not, you can drop the pure Confuse.

    Phantom Army: Look at my suggested slotting in my guide. The Chance For Build Up proc adds a decent amount of extra damage.

    Recall Friend: I don't see that you have a -Knockback proc. This is a good place to slot a Zephyr if you can't free up a slot to put a Steadfast in one of your many Resist powers.

    Super Speed: I usually just use an EndRdx. It really doesn't need more speed.

    Combat Jumping: The defense is pretty minimal unless you already have a lot of defense. Were you looking for the Regen bonus? You would do better putting a Numina Heal in health. And why do you have a stealth IO here when you have (and use) Superior Invis?

    Phantasm: I usually recommend against the Resist proc . . . but since you are Sonic, it may be a very good thing to have.
  14. Quote:
    Originally Posted by Redlynne View Post
    This is why I like using a Frankeslotting for (ranged) single target holds of 2 Hami-O, 2 Devastation, 2 Lockdown which nets me two Hold Procs (Lockdown *and* Devastation) on top of the chance to Overpower because you're a Controller. Comes out to something like a 40% chance to one shot Hold a Boss, which can be non-trivial in terms of affecting the flow and pacing of combat. I'd agree that perhaps ONE Proc for +Hold isn't worth it ... but in my experience, TWO Procs certainly is.
    But is that the most effective use of your slots? Devoting two slots in a power that does Hold AND Damage and needs Accuracy and Recharge to an extra 20% chance to hold a boss at the cost of hold duration? Even if you can hold 40% of bosses (and I'm not sure the math would support that), you can hold 20% of bosses with one shot without the procs, and all the rest with two shots (or a second hold from any other source).

    Your slotting gives up a lot of the Hold duration that you could otherwise have. It is personal choice, but I question whether devoting two slots to a 20% additional chance to hold a boss is worth giving up the hold duration. Remember that the hold duration can be stacked, allowing the Boss to be held much longer. . . .
  15. On the travel power situation: On many of my controllers, I have changed over to Super Speed with a Stealth IO for full invisibility, and then any vertical issues are handled by having a Raptor Pack and the Jump Jet. The Raptor pack is barely slower than Speed-capped Fly, so there really is no reason to take Fly unless you want the other powers in the pool.

    You don't have to be moving to be fully invisibile with Super Speed+Stealth IO. I use it all the time. It is just a matter of getting used to the speed. With some practice, you will have no problem "missing" things. If you are looking for stuff, just move in short bursts. Since the Stealth IOs came out, I have felt that the Invis power pool is a waste . . . one IO replaces the tier 1 power, and Stealth IO + Super Speed replaces the Tier 2 power, but better and you get a travel power too. It is great for leading Singularity into battle to tank for you.

    My preferred slotting in a controller's single target hold, assuming you are looking for more Recharge, is 4 Baz Gaze, the Acc/Dam Hami-O and a common Damage. It provides a nice mix of Damage, Hold, Accuracy and some Recharge. There certainly are other slottings you could use. On characters where I don't care about set bonuses, I have 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez (all Hami-Os) and 2 Common Recharge. That caps Damage and Hold, with good accuracy and very good Recharge.

    Pretty much all controller AoE holds have a .8 Accuracy AND slow Recharge AND short duration -- especially compared to the "old days" when the original Devs felt that Controllers were overpowered and players were fighting "statues." The AoE Hold is not and cannot be an every-group control power. To make it close, you need to 6 slot it to try to cap Acc, Hold and Recharge. Instead, we adjust our tactics to make it an every-other-group power or a situational power. On some characters, I will go long periods of time without using the AoE Hold, but I still just about always take it -- it has its uses. Gravity, in partitcular, is weak on AoE control and Kinetics doesn't add any, so that AoE Hold is needed and probably deserves some slots. On the other hand, I rarely use it on my Grav/Storm because he has so many other good options.

    If you have slots to spare, try adding a Steadfast -knockback in Increase Density, then trade out the Zephyr -knockback in Super Speed for the Celerity Stealth, and throw in a slot for EndRdx if you have a spare slot. The Steadfast -knockback is a lot cheaper than the Zephyr and works just as well, plus you get a small recovery bonus.
  16. I don't have time for a full analysis, but here are a few points:

    Transfusion: The Energy Manip proc is a 10% chance for an 8 second Mag 2 (minions only) stun. Because Transfusion is a siphon power, it will only have a chance to hit the one target. I'm not impressed that it is worth a slot. I would rather have a Recharge or maybe an Acc/Rech (Efficacy Adapter) in that slot.

    Gravity Distortion: I'm gonna give you my standard "Lockdown Proc" post, but the same reasoning applies to the Decimation Chance for Hold proc. It is just not worth a slot. The Chance for Build Up slot would be better used for a pure Damage IO, which hits all the time. I suggest you replace those two procs with an Acc/Dam Hami-O and a common Damage. Here's the standard Lockdown post:

    Quote:
    Lockdown +2 Mag proc in a controller's Single Target Hold: Let's use a little bit of reasoning to decide if it is worth a slot. A controller's single target hold (STH) will hold minions and lieutenants in one shot, and has a 20% chance to hold a boss on its own, if it hits. Accuracy varies, so even if we assume you are at the 95% level, you have to factor that in. So if that proc fires, it will do nothing at all unless it happens to fire on the 80% of bosses who were not held by the STH on its own. The proc only fires off 15% of the time. And Bosses are, guessing, maybe 20% of the overall population of foes (The actual number is, I believe, lower than that). So if we do the simple math: 20% of population, times 80% of the bosses not held, times 95% chance to hit, times 15% chance to hit equals 2.28%. So the Lockdown proc will have any effect whatsoever only 2.28% of the time. It looks like it is having a lot more effect that that small percentage because if the proc hits on a foe already held, it adds its tesla cage animation to the already-held foe including bosses who were held by the 20% overpower. But it has accomplished nothing.
    .
    So the question is whether a proc that has an effect 2.28% of the time is worth a slot. Compare this to slotting for damage or hold, where it hits ALL THE TIME. At level 50, my preferred slotting for most STHs is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage IO. But if you don't care about damage, you could go with 4 Baz Gaze and an Acc/Mez Hami-O. Mids actually shows that using two damage procs will average more damage, but I prefer the sure thing rather than a "chance for" damage.
    .
    That Lockdown proc has it uses. It is great in Choking Cloud or Poison Gas Trap or other low mag hold powers where stacking mag will allow the power to hit foes it could not otherwise hit. But not in a Single Target Hold.
    Crushing Field: Not worth slotting the Posi Blast set for damage . . . procs actually do more damage than slotting the AoE Immob for damage.

    GDF: Needs more Accuracy! Far more important than Recharge.

    Speed Boost: One common EndMod is all it needs. Those slots will be more usefull somewhere else.

    I'm not a fan of the Invis pool. Throw a Celerity Stealth IO in Super Speed instead. If you need a place for a Luck of the Gambler Recharge, consider Combat Jumping (Immob protection) or Hover (float overhead). I'm not a big fan of IR . . . I find it irritating.

    You skipped Wormhole, which I consider to be a signature power for Gravity. yeah, it is situational, but still a signature power. Wormhole is one of the main reasons to make a Gravity Controller. You can wormhole foes into a corner, then use them to buff off of while they are stunned.

    Transference: 6-slot with the Efficacy Adapter set.

    Vengence and Recall Friend? As a Kinetics, you want damage powers! Take Psi Blast and Psi Tornado!
  17. Quote:
    Originally Posted by Pyro_Master_NA View Post
    With the Coersive Persuation proc, WoC can actually affect quite a few enemies. My frad has 3 current builds, one for AV/GM soloing, one for AoE damage, and one for maximum control potential. The control one I went with psi for tornado's KU and for WoC. Anything that didn't get stunned, held, or defeated, is in the process of defeating it's teamates.
    You are definitely in the minority. I have seen very, very few people on these forums say that they like World of Confusion, even with the proc. Most people consider it to be a wasted power pick and a waste of endurance. It doesn't say much for a power when the few people who like it admit that the only thing that makes it functional at all is a purple proc.

    I tried it and disliked it right away -- and I love confusion powers. I admit that I did not spend the time, effort and influence to slot it up with the Purple set, but almost everyone who has said that they did slot that set still says that World of Confusion sucks.
  18. Quote:
    Originally Posted by Doc_Reverend View Post
    I typically slot Volcanic Gasses with 4 Basilisk Gazes and the Lockdown +2 hold proc. The Lockdown proc goes off pretty often and can be really effective at boosting your hold effects. It's 100% worth it.
    Remember, however, that that Lockdown proc adds Mag even to foes already held. It will often show its Tesla Cage animation on foes who are already held -- the proc accomplishes nothing if the foe is already held even though it looks like it is doing something.

    Still, I agree that the Lockdown proc is good in Volcanic Gasses because it stacks mag to hold bosses. The unique way that VG works means that you get some value out of the proc. However, Damage procs from Hold sets, especially the Unbreakable Constraint Chance for Smashing, will most likely give you more overall benefit.
  19. Quote:
    Originally Posted by Forex View Post
    I've got my fire/rad to 33 and have started to think about patron powers. I've did a little searching and am curious what others have done in going for the app or ppp powers. I'd like to continue the focus on aoe and aoe damage. Any suggestions?
    The clear choice for both of my Fire/Rad Controllers was the Psi Pool. My biggest problem was getting mezzed, which turned off Choking Cloud and Hot Feet. Indomidible Will gives me mez protection most of the time, even if I don't have enough recharge to keep it perma. There are a few gaps where I can be hit by a mez once in a while, but I can live with that by keeping a Break Free on hand. Mez Protection is, by far, the most important consideration.

    Other than that, Psi Tornado is decent AoE damage to supplement my Hot Feet. Psi Tornado also has Knockup, which is nice additional control (as opposed to "Tornado" from the */Storm set, which has a lot of knockback and throws foes all over the place). I have Mind Over Body to add some Resistance so I don't need to heal myself as much, and Psi Blast for some single target damage.

    World of Confusion, however, sucks. The radius is too small and the pulses of confusion are too short. A few folks use it as a mule for the somewhat-less-expensive-for-a-purple-set Coercive Persuation set, but it really is not worth taking.

    Once you get to the Incarnate levels, Clarion in the Destiny slot will provide that mez protection, but that's a ways away and won't work if you exemp down some.

    Some people aim for Ranged Defense instead of mez protection . . . but that takes some careful building and sacrifices. I'm very happy with IW and the Psi Pool.
  20. Perma-PA Illusion/Radiation and Illusion/Cold Controllers have long been known as AV and GM Killers even before Incarnate powers. Send out Phantom Army to draw the attention of the bad guy, then debuff and chip away at his health. As long as the debuffs have enough -Regen, you can do it. The only problem is the momentary re-cast of PA.

    Frankly, it is pretty boring because they have so many hit points.
  21. Quote:
    Originally Posted by Baltoro View Post
    Really appreciate the input, Local. I'll give it a tweak and repost it later. I couldn't be bothered to look through your whole guide, so this is great. And yeah, I was kind of relying on the Incarnate for Perma PA. But I'm sure I could fine some else where. Defense is also a bit useless, what with PA protecting me from aggro. I am yet to know about the practical application of this Powerset, and clearly you know what you're on about. I've never played Illusion or Rad before, so from reading on Mids, my slotting seemed wise. I will be redoing it with less Defense in mind.

    *Also, I didn't mean to sounds slightly abusive or whatever with my opening sentence. It could be misconstrued.
    I assumed that you had actually read the guide, and that your build was your own personal preference after understanding what's in there. Now you say you didn't read it? I wrote it mostly so that I and others on the forums don't have to keep saying the same thing over and over again.

    Yes, I know it is long. But I tried to put a lot in there for anyone playing an Ill/Rad, including a LOT of strategy, a lot of reasons why I suggest slotting the way I do and why I suggest taking certain powers at certain times. Most of the information is stuff I have picked up from other folks here on the forums, City of Data, ParagonWiki and other guides, and then I added in a few of my own insights and experiences from playing my Ill/Rad a lot. So I do suggest you read through it . . . you will probably learn something.

    Even after the guide, there are a lot of great points made in the thread after it, including some builds where folks built up their defense. Personally, I like having a variety of utility powers rather than defense . . . I think they make the character more fun.
  22. Quote:
    Originally Posted by Baltoro View Post
    *Already on the Build Workshop!

    No doubt Local Man will pop up with a suggestion that I take a look at his Guide to Ill/Rad. But I was just wondering if anyone just could critique my build for an Illusion Control/Radiation, rather than referring me there.

    Swapping out the Uniques (swapping the ones in Blind for a set of 4 Basilisk's Gaze and taking the Gladiator's Armor off, and perhaps moving them to Accelerated Metabolism to complete the set) is something I definitely plan to do until I can be bothered to afford them.

    Anyway, thanks for taking a look if you do!

    http://www.cohplanner.com/mids/downl...A4FF07B7B9F03C
    Most of the time that I suggest folks look at my guide is because

    (a) they haven't bothered to put together their own build and want someone to make a build for them. I wrote the guide to cover that situation.
    (b) the build they posted shows that they don't understand the powersets. I wrote the guide for those folks, too.
    (c) they don't have any experience with either of the powersets or, in many cases, any experience with Controllers.

    Your build has a lot of stuff where I don't agree with your build, but you don't really fit into one of those groups. You aren't at perma-PA yet (unless you are counting on Incarnate buffs), so you could use more Recharge. I have some minor suggestions and some major ones for your build. Now, you have built for Defense, which a lot of people do. I don't feel that you need to build for Defense, but if you are going that direction, I suggest the Ice APP over the Fire APP because of the Ice Shield. Ice Blast, Hibernate and Frost Breath work well, too. (Plus, Ice Shield is another place for a LotG Recharge.)

    Spectral Wounds: Decimation is fine. A minor suggest might be to consider adding one more slot to add an Acc/Dam Hami-O and then replace one of your other IOs with the Chance for Build Up. Since this power is used a LOT, that chance for build up can hit quite often.

    Radiation Infection: I find in upper levels, I really don't use RI except on bigger, tougher targets. Teams (and even me, solo) wipe out lower level foes so fast that it is just not worth the time to cast RI. You have devoted 6 slots to a power that I find is only situational, when you could get by with 3 or 4. I have it slotted with 3 Enzymes and that's it -- the other slots are used better elsewhere. If you don't want to get the 3 Enzymes (and they are very pricy on the market), then 4 Dark Watcher is fine. I don't feel the proc is worth while -- a 20% chance of a 25% Recharge debuff for 20 seconds? When the power itself is a ToHit Debuff? I don't see a large benefit there. Defense Debuff is less important, because once you have decent accuracy, the Defense Debuff can't take you beyond the 95% ToHit cap. The Enzymes cover Defense Debuff, but I wouldn't spend extra slots on it.

    Accelerate Metabolism: I do feel it is worth 6-slotting AM for the 5% Recharge plus the EndRdx in one of the IOs you left out. AM does so many good things!

    Blind: I would take Blind a lot earlier than 6, but it doesn't really matter unless you are doing the lowbie sewer trial. I consider Blind to be an important source of damage, so I would put the Unbreakable Constraint set in Flash or EM Pulse. My recommended slotting is 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. That gets you decent damage. For a power that you will using over and over, that damage adds up. I know that Mids says that the Unbreakable Constraint proc does more damage . . . but that is averaged over a lot of uses rather than on every use. If you are taking down minions and lieutenants, a little bit of damage every time is better than an occasional big hit that has to rely upon the Random Number Generator.

    You skipped Deceive: Deceive is one of the best control powers in the set. Plus, it is an easy place for a purple set that gives 10% Recharge. My guide explains why I think Deceive is so wonderful. You could easily drop Assault, but Deceive should be taken early and used often. It is a single-target long-lasting control that draws no aggro, so you can take tough bosses out of the fight before it begins. I could give you example after example where Deceive has helped me and/or my team complete missions faster and with fewer deaths.

    Superior Invis: I tend to run this almost all the time. As a result, I need to get that huge endurance cost a lot lower. My suggested slotting is 1 LotG Recharge, 5 Red Fortune. That slotting has some nice benefits: 12.5% total Recharge, capped EndRdx, capped Defense. However, for you folks looking for Defense from SI, remember that it cuts in half as soon as you attack or click a glowie . . . so your defense numbers in Mids need to be reduced.

    GI: Since I use SI all the time, I really don't need GI other than as a set mule. In fact, I plan on dropping it soon when I get Afterburner. Maybe you prefer GI . . . which is fine due to the much lower End Cost, but you could still use that 5% Recharge set bonus.

    Enervating Field: While I don't use RI very often in the upper level game, I use EF on almost every fight. It is a fast-casting Resistance Debuff (which are more valuable in the late game) that has a Damage debuff as a bonus. Its only downside is the high end cost. I suggest 2 EndRdx instead of just one.

    Hover: You are getting 0.5% for slotting a Defense IO in Hover. Is that worth a slot for that little bit of Defense and the set bonus?

    Phantom Army: The Resistance proc does nothing for PA. The only reason to slot that proc is for the Defense bonus. If you feel the defense is needed, then keep your current slotting. I prefer the additional damage of using the Dam/Rech and Chance for Build Up from Soulbound.

    Ling Rad: Here is a easily corrected problem. Ling Rad needs Accuracy. You have none. You will need it to hit AVs for the -Regen.

    Fighting Pool: I'm not a fan of the Fighting Pool for Controllers in general and Ill/Rad in particular. There are too many other good powers that I don't want to give up for Defense that isn't needed that badly -- Flash, Deceive, even Mutation and Recall Friend. Between Perma PA, using Invisibility, Deceive to get foes off of me, Spectral Terror, Flying/Hovering out of melee range, the ToHit Debuff in RI and EM Pulse as a panic button power, I don't feel I need Defense. I don't have the Leadership pool, either. But that's your choice.
  23. Quote:
    Originally Posted by Heroes_NA View Post
    This is really good information.. I have a question, I have a 33rd lvl Ill/Time, and it feels like I have him totally messed up. Can one of you post a mids on how would be best to build and slot him? I feel lost when trying to do this. I have a few hundred million, so I probably cannot do the all out IO's but would like to know what would be good mid range IO's that will do very well for him.

    Thanks!
    Your primary goal is Recharge, then Recovery. First, take a look at my Illusion/Rad guide for your Illusion powers. (link in my sig.) In terms of the Time set, think Recharge bonuses first.

    There are variations on builds depending upon playstyle. The best thing would be to try to make a build and then post it for comments.
  24. First and foremost, knockback is a super-heroey effect . . . what better way to show the effect of a super-hit than to send the foe halfway across the room? So from a role-playing, having fun point of view, knockback is great.

    Knockback is a form of control . . . as mentioned, foes can't attack if they are trying to get up. Knockdown works great this way, but knockback accomplishes the same thing only better, as the foes spend time flying back and bouncing. And if they were knocked back some distance, it will take them a little while to get back into melee again, which further mitigates damage . . . or they might have second thoughts and run away (which again fits with a role-play, having fun point of view).

    From a melee fighter's point of view, or an AoE controller or damager's point of view, large amounts of knockback disrupt the optimal use of your powers. When I'm playing a tank or a scrapper, I mostly hate knockback that I can't control.

    But there are some situations where knockback is great:

    From the point of view of a single-target ranged attacker, knockback is wonderful . . . even AoE knockback. It gives more time for your powers to recharge and keeps you safely at a distance.

    From the point of view of a squishy character who needs that extra second for his powers to recharge, knockback is wonderful.

    In a few limited situations where doors or hallways may be blocked so that you can't get through, then knockback can be wonderful.

    For a ranged fighter who is being overrun with melee foes, knockback can be wonderful. Sometimes you just need a second or two . . .

    Strategically, even AoE knockback can be used effectively as an aggro tool. Fire off a PB AoE knockback, then run back around a corner or through a doorway . . . the foes will be a bit spread out as they come around the corner or through the doorway to chase you when they meet their doom one by one.

    Despite the general hate for PB AoE knockback, there ARE a few situations where it can be used strategically . . . usually not on large teams. Solo or small teams, it can have a some strategic uses.

    But most importantly . . . sometimes knockback is just fun.
  25. Quote:
    Originally Posted by Seschat View Post
    At the moment mu Ill/Time is only 27th level, and I use Time's Juncture frequently. Split-Infinitieve is primarily a team player, and there are three other Time characters in our static: two defenders and a corruptor. The stacking debuffs this offers is quites nice.

    As for the "ranged illusionist" vs. "close-in illusionist" debate, well, to be honest, combat happens at melee range no matter what your approach is on the subject. You're deep in a Council base full of twisty passages, and the Warwolf scampers off like a frightened chicken, and tears into the squishies upon his return, no matter how much aggro your tank is generating. Or you're in one of those tiny rooms in an office map, and the 5th Column decides to open up with massed rocket launcher fire. So I may as well stick close to the middle with the tank, the other three Timey-whimeys, cackle madly as even slow-resistant foes hit the molasses pool, and launch the Army every time it recharges. (Lets be serious, PA isn't perma, isn't GOING to be perma until close to endgame, and at that point, it will be time to shelve the character and play something new.)
    There may be times that your Illusion controller must deal with an "up front and personal" foe. But my goal is usually to use my tools to keep those foes away or distracted. In the example you give of that Warwolf who takes a sudden interest in you, an application of Blind or Deceive will let you handle him. Once you learn to "play like a weenie" by staying invisible almost all of the time and by using Deceive a lot to control foes without allerting the other foes to your presence, then you can stay at range almost all the time. If a foe takes an interest in me, as long as I can last a hit or two, I can usually get that foe confused, distracted or held in time to avoid further damage. Once you get Spectral Terror, it makes it much easier to avoid aggro since Spooky will fear the group, letting you take foes out one at a time.

    I think that Time's Juncture is one of the more interesting powers in the Time set and it is worth adjusting your playstyle to use it on occation. It does not have to be a "on all the time" power, but that debuff is really quite powerful.