Local_Man

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  1. Quote:
    Originally Posted by ThePath View Post
    Excellent, detailed, thoughtful response!!!

    Thank you very much!

    My first post was written before you had completed your full first post, so it may seem less responsive than one would think.

    This is exactly the type of informed view I was hoping for.
    Not surprising . . . most of the time I will post something quick, and then go back to edit it and add a lot of detail. So if you see that I have posted something in the last few minutes, there's a good chance that I'll change it in a few more minutes. (I also go back to fix typos.)

    There has been a lot of excitement surrounding the Time Manip set. It looks like one of the better secondaries for Controllers as it adds some decent control in addition to the buffs/debuffs. Until Time, Rad was the only secondary that had Def and Resistance debuffs AND a Recharge buff. Now Time offers that, too. I won't personally be able to fully evaluate the set until I get and fully slot up the level 38 power, and I'm not moving very fast at leveling mine up so it may be a while.

    It certainly looks as though Time is a good set for Illusion, but I expect it to be very clicky -- and more time spent clicking buffs and debuffs means less time to attack.
  2. Quote:
    Originally Posted by ThePath View Post
    Hehe. I've read the guide. I can't say I understand it all just yet, but it is excellent.

    So excellent, that I had rolled illusion/time and was rethinking it in part because of your guide, but it is close in my mind.

    When I say rolled, I just mean a few sewer runs. No big deal if I want to rethink.
    Assuming you have enough slots, why not roll both and see which one you like better as you level them up? The different secondaries will mean that the characters will play quite differently even with the same primary.

    (I have Ill/Rad, Ill/Storm, Ill/TA and Ill/Cold all at 50, and I'm working on Ill/Kin, a second Ill/Rad and my new Ill/Time.)
  3. Quote:
    Originally Posted by ThePath View Post
    I've been debating between these two and reading various forum posts. They both seem pretty good. I'm mostly going to be running in small groups, although I like to plan or end game.

    Anyone with thoughts on advantages/disadvantages?
    If you haven't already, take a look at my Ill/Rad guide, linked in my sig. Even if you choose Ill/Time, the guide is worth looking at for the information on Illusion and the strategy tips.

    Time is a new set, so only a few die-hard types have gotten it to 50 already. I'm a bit slower, so my Ill/Time is only in the 20's.

    One huge difference is that Ill/Rad gets many of the better powers early. The +Recharge power (Accelerate Metabolism) is available at level 4, while Time's Chrono Shift is level 38. This means that while leveling up, an Ill/Rad will be able to get Phantom Army out more often. The important AoE Debuffs in Rad are available earlier. Rad's level 28 power (Choking Cloud) and level 35 power (Fallout) are fully skippable for an Ill/Rad, which allows you to take your single target blast from the APP set at 35 instead of waiting until 41. See my guide about why this is important -- the attack chain of Blind-SW-Blast-SW will have a big impact on the amout of damage you can do.

    There are a lot of debates about whether the PB AoE Aura from Time is all that useful for an Ill/Time -- it seems to vary with playstyle. Time is new enough that the "common wisdom" is still being worked out. Some folks are concerned that some of the powers are so good that they may get nerfed. I personally really like Distortion Field, which I view as a Quicksand-type power but with -Recharge instead of -Defense. It has a lot of strategic uses and adds some control needed by Illusion. Rad has Ling Rad for Slow and -Recharge, which is pretty good, too, but Distortion Field is a persistant location targetted AoE, which I like better.

    Time has a number of single-target powers, while Rad has more AoEs. Time is more clicky than Rad. Rad has a very good Rez instead of a very good single-target ally buff -- that buff will not affect Phantom Army but can be used on Phantasm. Time may be better against single tough targets, but I haven't gotten there yet to try it out myself.

    As end-game builds, we know that Ill/Rad is pretty awesome, but it looks like Ill/Time will be pretty awesome, too.
  4. Quote:
    Originally Posted by Tenlaar View Post
    I am returning from a very hefty break and going back to my one true love, an earth/storm controller. I have done the usual forum grind, read everything I can, searched Local Man posts, but so much has changed that I could really use some personalized advice. As this is my main on a new account, I want to build for as much variety to handle all the new stuff as I can while hopefully being able to do some farming in order to get him as tweaked out as possible. Spreading out as many procs as I possibly can is a route I have always wanted to try with this build as well. I don't expect to be the ultimate farm machine, but I am hoping for at least middle of the pack.
    First, welcome back! Lots of stuff has changed recently, so we can understand the questions. I didn't know that I was a reference source . . . I just post my opinions too much while trying to be fair to other opinions and playstyles.

    I must admit that my Earth/Storm is the character I pull out if I want to provide a lot of control for a large team that doesn't need lots of damage. I certainly can solo with her, but I usually pull out other characters if I want to solo. I farm very rarely (I find it boring), but on those few times I want to, I usually pull out my Elec/Shield scrapper. My Ill/Rad is my favorite for farming Tip Missions to get Hero merits.

    Quote:
    I am familiar enough with the earth/storm powers that I don't need a lot of advice on power selection, that only things that I am undecided on are stone prison and O2 boost. I would like to be as effective as I can against AVs and such, and a heal for pet or team mate never hurts, so I am leaning towards taking them, but I worry that there is something that would be more useful in the end.
    I really like having O2 Boost on my Earth/Storm. While it is not the best heal, it works to pull a teammate back from the edge of a faceplant, to unstun a teammate (after a wakie is often good), or to give some endurance drain protection. Most important, it lets you heal Rocky when some damage gets through his Resistance.

    I consider Stone Prison to be skippable unless I plan to solo a lot in the low levels.

    Quote:
    I like teleport as my travel power, but I can't decide how much to take of it. I like teleporting into a group and dropping stalagmites/thunderclap as an opener. Recall friend, long range teleport, and team teleport are all appealing, but I don't have enough experience at high levels to know if using four powers is going to limit the power of the character. I would really like to have hover as well just to make teleporting around require a little less vigilance.
    My travel power choice was Super Speed. Steamy Mist+Super Speed is full invisibility (but you can accomplish the same thing with a Stealth IO). That lets you lead Rocky around into battle to tank for you. Super Speed is also great battlefield maneuvering, to run in to position for Lightning Storm, Thunderclap and even Gale. Plus, I like Super Speed for "herdicaning."

    I have plenty of experience with Teleport, as my main Ill/Rad leveled up with it, and I have it on both of my Stone Tanks. It would not be my choice for an Earth/storm, who should mostly stay at range until controls are activated. The Earth control powers draw a lot of aggro. Recall Friend is a nice team-friendly power, especially if you have full invis, but the other Teleport powers really aren't that great.

    Quote:
    There are so many options in the epic power pools that I am just stumped. I will break down the options that I am seeing in mids:

    -Soul Master. End drain and defensive toggle, though not an ideal one for farming as I understand it. AoE -ToHit seems like it would be handy, but at 7.5% base, would be it be worth it when things are choking, flopping, staggering? And then Soul Drain seems like it could be a nice add in for farming when I can have large groups around me.

    -Fire Mastery. Fire Ball, Fire Shield, Rise of the Phoenix, Consume. All four would obviously help bring the pain, and Fire Shield seems to be the best defensive toggle for farming, with S/L and fire resist.

    -Ice Mastery. Hibernate just seems like it would be a great ability to have. Being able to not even use it as a panic button, but just a free breather and a heal every now and then just seems...luxurious. Frozen Armor seems to be the second best farming suited toggle, and Ice Storm seems a great fit with everything an earth/storm already has going on.

    -Psionic Mastery. This is the one that I am actually hoping to make work the most. I would actually like to take all five powers in this pool if I could. The -recharge to stack with snow storm on harder single targets from Mental Blast. Indomitable Will and Mind Over Body, both seem to be great buffs to have. Psionic Tornado for more AoE damage, maybe more proc slots, AoE -recharge, again to stack with snow storm. World of Confusion I really like the idea of. It basically adds a whole unique approach I could take to fights, especially if I could use a stealth IO and get some agro-free confuse going on in groups before I start dropping the other controls. But is it too much? Is it too slow, too weak? On paper this seems like the best way to go to me, but I don't know how it actually plays at the top.

    If I take all of the Psi Mastery abilities, plus Stone Prison and O2 Boost, I can only take teleport and hover. The other options for Epic Powers allow more teleport powers. I could drop Mental Blast and pick one more up. Maybe Indomitable Will isn't really needed, I just don't know. And then, when the power selections are finally nailed down, I have no idea what the best way to slot all of these powers with the specific alterations that should be made for the build is.

    I would greatly appreciate any advice here, I am itching to do some leveling but want to make sure I am getting the most out of it. Obviously, I know nothing of end game at this point, and spitting out Enhancements at me is still all gibberish, so I am just going on limited experience and theorycrafting.
    First, World of Confusion sucks. I tried it. My buddy tried it. Probably close to 98% of the people who discuss it on the forums agree that it sucks. It can be used as a set mule for the purple Confuse set, but other than that, it sucks. The pulses are too short and the area is way too small. It is mostly a useless endurance drain. Indomitable Will is great for Mez protection from your APP set (I have it on both of my Fire/Rads), but the Destiny Slot gives you a new option for mez protection. The rest of the Psi set is OK but not the best.

    I prefer the Ice APP. Hibernate is a great panic button power that has saved my tail a bunch of times. You not only recover Health, but Endurance, too, in your own personal "time out." (Storm is lacking both self-heal and any endurance recovery and Hibernate gives you both and only needs a single Recharge in the default slot.) Ice Blast is fast single target blast and a rarely resisted damage type. Frost Breath is a fairly quickly recharging cone with up-front damage, while Ice Storm is your location Targetted AoE Damage over Time -- you have the tools to keep foes in the area. Ice Armor is good S/L Defense and not nearly as ugly as Rock Armor.

    The Fire APP set is good if you are looking for damage, but Consume is disappointing -- too long a recharge.

    Most folks who go with the Villain PPPs go for Mace Mastery for the S/L/E Defense shield, the Blast that does -Resistance and the extra pet.
  5. Local_Man

    Burnout and PA

    I have had situations where my Ill/Rad hit the Recharge cap, and re-casting Phantom Army when a set is still out just causes the still-out set to disappear.
  6. A couple of quick points:

    The Flightspeed in Fly does nothing. Since I-18, Fly is at flightspeed cap. It would be better to slot an EndRdx. Or you might consider a Zephyr -knockback if you don't feel you need the EndRdx. That will let you take the Karma -knockback out of Hover and use that slot somewhere else.

    Replace the Regen Tissue Proc in Health with a Numina's Heal. Between the set bonus and the enhancment in the power itself, you actually get more Regen from the Numina's Heal.
  7. Local_Man

    Pet +res IO's?

    Quote:
    Originally Posted by Necrotech_Master View Post
    being thermal secondary your prolly capping all his resistanced just with the shields

    however just for the record, the pet +res IOs grant you an aura (like supremacy for mm) that add +res to all of your pets within said aura

    personally i would try to get the pet +def IOs since you would already be capping all his resists anyway
    The Thermal Shields give you about 23.5% Resistance. Rocky has 60% Resistance to Smashing, and higher to other damage types. So the Thermal shields will not cap (90%) his Resistance to Smashing alone. Thus, at least one of the Resistance procs will be helpful. Plus, the procs work even if you forget to shield your pet.

    A small amount (5%) of Defense from the proc, without a lot more defense from other sources, is virtually useless. It would be better to cap your Resistance.
  8. Local_Man

    Pet +res IO's?

    Quote:
    Originally Posted by SinisterDirge View Post
    Do the aura's work for lore as well?
    I believe they do work on the Lore pets.
  9. Quote:
    Originally Posted by Pyrocide View Post
    I've played a ill\rad troller for years. He's a "finished" character that solos AVs\GMs, is perma PA, RA, Hasten, exemps really well etc. It's easy to feel like I'm playing a Green Lantern/Dr Strange/Dr Fate character.

    My problem is that I want something different that has the feel of power that my troller does. I want a Superman feeling character, (not just a flying brick, Captain Marvel, Thor, lots of different characters out there fit the bill). Also, Local Man provides so much information you always know what to do next. Basically, slot for recharge and you will at least be ok. (I know that's over simplifying.)

    I've tried lots of combos, Willpower with /fire,/electric/energy/dark/super strength, Invul and Shield with most of the same, and Granite with fire, dark, and ice. You get the point. I've had some lvl 50 tanks and brutes, tried scraps, stalkers, and even built a bots\traps MM and fire\kin troller.

    I'm hoping that the melee sages out there can give me some direction. I'm leaning towards a tank but not committed. I want a new all arounder and I'm hoping that this will generate some good alternatives.

    Here's the question (finally). What is your favorite characeter\build and what's the appeal? Please include builds if you can, or at least links.
    The problem with your question is that it really depends upon personal preference. Even for me, personally, it depends upon my mood.

    My favorite character of all? My Illusion/Rad. I'm kind of an ambassador for Ill/Rad. And I love other combos of Illusion, too, with Ill/Cold, Ill/TA, Ill/Storm all at 50, and one of my current projects is my Ill/Time. But then you already have a fully tricked out Ill/Rad.

    I just love controllers in general. About 18 of my 33 level 50 characters are Controllers.

    My favorite Scrapper of all is my Elec/Shield. He's fully softcapped. He wipes out huge groups of foes with the "double whammy" of Build Up+Lighting Rod+Shield Charge. However, he is not the strongest at single-target damage. He has a good name and concept, which is key to how much I like a character. (He wears an Orange Vest, white short-sleeve shirt and khaki pants, and goes by the name, "Ohm Depot." I love bad puns.)

    Of tanks, I really like my Stone/Fire. He does decent damage for a tank, especially a Stone Tank, and can stand up to anything. I was able to softcap him to Smash/Lethal in Rock Armor alone, so he only needs to pull out Granite Armor when he is getting a lot of F/C/En/NEn damage. But again, he's not really a single target damage powerhouse. I was trying to come up with a name that reflected Stone and Fire . . . I thought Fireplace . . . so he became Mickey Mantel (with the intentional misspelling of the last name). Other tanks can do more damage, but that's not what tanks are really for.

    For Blasters: I really have two favorites. My Ice/Ice was my first blaster and still one of my favorites. In effect, he is a Dominator before there were Dominators . . . he has large amounts of control to go with good single target damage and some fun AoE damage. On the other hand, if I feel like doing a lot of damage, my Fire/Mental Blaster is great. Drain Psyche is wonderful for refilling the blue bar for continual destruction. Another really great blastery build is a Fire/Dark Miasma Corrupter.
  10. Lots of questions, there. Glad you are enjoying your controller. Controllers are my favorite AT because the playstyles vary so widely. You have picked a good one in Plant/Storm.

    Many of the answers to your questions depend upon your personal playstyle and the way you play the game. If you mostly play solo, your build should probably be different than if you mostly team. Do you tend to hang back more, or do you prefer to run into melee?

    First and foremost, Controllers do not need to built for Defense. Your goal is to control the group, and if you are successful in doing that, the bad guys won't be shooting at you. You may want to try to build your controller first with no defense in mind, just to see if you can develop the strategy where Defense is not needed. Most of my controllers, including my Plant/Storm, use Invisibility to be able to approach groups without being seen so that I can then spring my AoE control on them without giving them a chance to attack me. The main goal for IO bonuses is Recharge and Recovery so that I can throw out my controls as much as possible.

    On the other hand, lots of people like to build their controllers for defense. For a Plant/Storm, Ranged Defense is probably best. Most mez powers have a ranged aspect, so Ranged Defense is usually the best defense against mez. More importantly, Hurricane can handle most things in melee including some AoE users, so Ranged Defense will handle most things at a distance.

    */Storm is always hard on endurance, so going for Recovery and +Endurance is always a good thing. All of my */Storm controllers have the Cardiac in the Alpha slot. Recharge is essential to get Seeds of Confusion, Roots and Carion Creepers up as much as possible. Some folks choose the Medicine pool to make up for the fact that Storm does not have a self heal. Or they go for the heal, Earth's Embrace, in the Stone APP set. Or they take Hibernate from the Ice APP set (which is what I usually do). Another option is to go for the heal power from the Destiny incarnate slot.

    Yes, you can get more than one Lightning Storm and more than one Tornado out. Unfortunately, the Recharge buff does not extend to the pets and pseudopets. Multiple Freezing Rains will stack.
  11. Quote:
    Originally Posted by Nihilii View Post
    Pooman has fairly decent resistances coupled with thermal shields. Assuming shields are slotted up and CoD numbers are correct: 64% smashing, 74% lethal, 90% (100%?) fire, 72% cold, 84% energy/negative, 90% (100%?) psi. Throw in the two pet resistance IOs, which are 5% each I believe, and you're looking at great resistances, especially considering you've got heals to patch it up.
    Actually, the pet resistance procs are 10% each, so two of them add 20% Resistance as long as you stay close enough. With a little bit of occasional healing, Rocky will be a very sturdy pet.
  12. Quote:
    Originally Posted by MentalMaden View Post
    It's not a huge deal, but two applications on a boss with hold them anyway and I personally would rather have a little more acc and damage for the power. LocalMan has some interesting thoughts on the subject. To me I think it makes sense for a non controller/dominator to use this IO. YMMV.

    And Oedipus, I have the Mu pet on my Ele/Rad and was excited about it's heal. I still haven't noticed him using it yet. Not that he doesn't, just that it's not enough to notice.
    I have had to post this summary so many times, I copied it to a notepad document. Here is my postion on using the Lockdown proc in controller single target holds that also do damage . . .

    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. And don't forget that the 2.28% is based upon assumptions that are most likely higher than reality . . . so the actual number may be less.
    .
    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.
  13. Interesting . . . you skipped Spectral Terror, the best AoE control in the set, so that's a major problem. You also skipped Flash, so you have no AoE control to speak of.

    You have high defense, but no mez protection and skipped the main protective power in the Time set, Time's Juncture. So if an ambush gets through your defense and gets you mezzed, you will be in trouble without any AoE control.

    Plus, I feel you have a lot of poorly chosen slots. Here's my canned response to when people put the Lockdown proc in Blind:

    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. 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, because if the proc hits on a foe already held, it adds its tesla cage animation to the already-held foe. 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.
    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 makes a big difference. But not in a Single Target Hold that will hold most foes in one shot on its own.
    You have a number of Accuracy bonuses and decent accuracy slotted, so I'm not sure the Kismet proc is doing you much good.

    Frankly, a perma-PA Illusion controller shouldn't need high defense if you use a proper playstyle. So I don't feel all those sacrifices to get high defense are worth it.

    I'm not crazy about Absolute Amazement in Rise of the Phoenix . . . I would much rather see Flash with the Unbreakable Constraint set in it.

    Stealth and Grant Invis on an Illusion Controller? That's a waste. If you really want mules for a LotG Recharge, go with SI and Hover -- at least they might have some utility.

    You have two IOs with -Knockback. The second one is doing virtually nothing. There are almost no knockback powers in the 4<x<8 range. One or three, but two is wasted. One handles about 90% of the knockback in the game, while 3 will get you up to about 95%.

    That's just a few thoughts. There are probably more things that I dislike about the build. Sorry.
  14. Quote:
    Originally Posted by Carnifax_NA View Post
    That's an epic name / pun! Kudos!
    As the holder of a lot of pun-type names, I agree. Great name!
  15. I haven't gotten all that far with the set yet. but I view Time's Juncture to be a worthwhile power. On teams, I'm letting the tank do his thing, drawing the aggro, and then running round the outside with TJ debuffing the ToHit of foes who may be outside of his aggro. Or I can use it as a kind of defensive power for an ambush. Since the AoE of Distortion Field kind of ruins invisibility, I may as well debuff the ToHit of foes since they know I'm there.

    I use it less solo, as I rely more upon invisibility, PA and Deceive. Still, it can be a kind of panic button power to reduce incoming damage.
  16. First, I suggest you take a look at my Illusion/Rad guide, linked in my sig. That may answer some of your questions.

    As far as Invisibility: The game shows full invisibility as 70 ft perception, which is the stealth cap. There are really two "levels" of stealth (there are actually a few more). Powers like Stealth (from the power pool), Super Speed (power pool), Steamy Mist (Storm), Shadowfall (Dark Miasma), Shadow Cloak (Warshades) and several others are basically half invisibility. The will keep you unseen from a distance, but not if you go right up to a foe. The Stealth IOs like Unbounded Leap are also half invisibility. These are all shown as 35 ft perception

    To get full invisibility, you have to stack two halves, but some of them won't stack. Usually Super Speed will stack with most others. Usually, the Stealth IO will stack with most others. Or you can use one of the full invisibility powers like Group Invis or Superior Invis. Superior Invis actually goes way over the stealth cap, but that extra is wasted except in a very few situations where there are foes who have higher perception . . . in those cases, SI is better than GI or two half-stealth powers stacked.

    As for the practical application -- half stealth will let you sneak by foes as long as you stay at a distance or go by really fast. If you run into a room where foes are blocking the door, then you are likely to be seen. Full invisibility will let you stand in the middle of a group of foes dancing and they still won't see you.

    My guide goes into a discussion about SI vs. GI, but I recommend taking one or the other unless you prefer to have Super Speed + a Stealth IO. Both SI and GI will hold a LotG Recharge IO to help with your high-recharge build.

    There are a lot of one-slot-wonder powers that can be useful. I really like having Recall Friend. An Ill/Rad with SI is the best team spy around, and Recall Friend makes him into an even better spy. (Plus you can slot a Zephyr -Knockback in the default slot).

    If you went with the Fire APP, Rise of the Phoenix is the only self-rez available to controllers, and it only needs one slot -- Recharge or Damage, depending on how often you think you will need it. I'm not a big fan of the Psi pool for an Ill/Rad, and my guide explains why. From the Psi pool, Indomidible Will is the main reason to take the set, and it needs 3 Recharge. Psi Blast should be in your build (if you stick to the Psi Pool) for the great Blind-SW-Blast-SW attack chain. Psi Tornado is a decent AoE power and Mind Over Body is a decent resistance-based armor. World of Confusion, however, absolutely stinks.

    I like having Combat Jumping and Hover -- both take a LotG Recharge. Combat Jumping provides protection from Immobilization powers, jumping mobility and a place for a LotG Recharge and uses very little endurance for a toggle. Hover lets you fight from the air, out of melee range.

    Mutation is a nice Rez power that gives a huge boost to the rezzed teammate. I currently have it on my build, but I wouldn't mind dropping it if needed. There are so many ways to rez folks in the game today that it is nice to have but far from necessary.

    I haven't tried the 5th power from the speed pool yet, but I can see its appeal, especially if you don't have perma-PA yet. It could be very useful on a Mind or Plant controller or other powerset combos that have long recharge powers that are not persistant. I'm not sure how much it is needed for an Ill/Rad, though, but I haven't tried it.
  17. Quote:
    Originally Posted by Desporia View Post
    Thank you for the feedback and the discussion, as well as a few trick I had not thought about yet.

    Couple things though.

    On poison trap, I have not had a chance to fiddle with this yet, but it is an AE hold and well, outside of Flash I have no other way to set up containment on a group. I will gave that try before I say yeah or nay for that one.

    Any defense I happen to have is completely accidental, It was not something that I was really tracking when I put this together.

    As for the accuracy, that was just a "hey I've got an open slot, lets put a global in it." so that is not a deal breaker by any stretch of the imagination.

    On cloud sensed vs siphon insight. I already had 5 powers that garnered a 6.5% recharge so it would have been wasted.
    Illusion has no AoE damage attacks -- it is a single-target specialist. The only time you could use AoE containment is for Frost Breath, and that would involve setting up the trap, getting the foes to come to the trap, and then finally stepping back to fire off Frost Breath. Not worth the trouble in my opinion. If you are using the Blind-SW-Blast-SW attack chain, then you don't need to worry about any AoE containment.

    While I like and use Poison Gas Trap on my Traps Defender, I don't find it very useful on my Demons/Poison MM. I haven't tried the controller version yet.

    So I suggest you try it out . . . I always like to try out all my powers of a new powerset before I decide which ones I like and don't like. Personally, I strongly dislike Intangibility powers, but at least I have tried them. On the other hand, a lot of people hate Repel, but I like it if I can fit it in to a Kin.
  18. Quote:
    Originally Posted by AWRocketman View Post
    Questions:

    I'm seeing builds here relying on Chrono Shift's +rech to get perma-hasten, but Mids shows Chrono as only having 30 second duration. It looks like you can have it up about a 1/3 of the time so are getting an effective 16%ish recharge over time. Is Mids correct on the duration? If so, does the single slot in Hasten still work?

    I haven't seen anyone mention the Earth pool. While it lacks a ST blast, it does get a massive ST melee attack that holds, a massive perma HP increase and a fast recharging close AoE that recharges very quickly and can add some extra control. Not to mention a defense armor if you want it. Is the benefit of a ST blast that important or can Fissure and Knockout Blow make up for the lack of one? (especially considering that you'll be in melee range a fair amount)

    As far as the Earth APP: Yes, the single target blast is that important. Illusion works best from range rather than melee. You let PA draw the attention of the foes while you attack from range, including out of range of the AoEs, keeping you away from both damage and mez. Plus, when you run into melee, Phanty has this annoying tendancy to use his knockback at the most inconvenient time, knocking back the foe(s) you are targetting.

    With the fast single-target blast, you can use the Blind-SW-Blast-SW to take down low level foes fast, allowing PA to focus on the tougher targets. The chain is very quick and everything recharges very fast. This lets you take down the minions and lieutenants in one or two chains before any of the Illusory damage heals back. It also lets you concentrate PA and Phanty on the tougher foes, which is where the biggest danger is.

    Just for a second, imagine you are going after an AV or a tough boss surrounded by a group of other foes. You cast PA, who then spread out and each focus on an individual minion. You take out those minions in seconds with your fast attack chain, so that PA will then focus on the AV or Boss, which is what is most important. Once all three of the PA and Phantasm are attacking the AV, you get to stay back at range, debuff and keep shooting your attack chain at the AV or boss out of range of all of his AoE attacks. This is a demonstration of the strength of an Illusion controller.

    Instead, imagine you don't have that ST blast and have Seismic Smash instead. You cast PA who spread out to attack minions. You run in to the AV or boss surrounded by minions. You hit Fissure, which may stun some of those minions and do some damage, but some of the Lts and bosses will then come after you. You hit a Boss or the AV with Seismic Smash . . . and now what? You have a single target hold/attack, then you wait, then ST Hold/Attack, all while you are getting attacked.

    Distraction or Fear (from Spooky) works well as control as long as the foe is not being attacked. With AoE attacks, you may break the fear or distraction. But with a single target Hold-SW-Blast-SW chain, you are only disrupting that one foe, taking him down and then going on to the next.
  19. Quote:
    Originally Posted by SinisterDirge View Post
    Dont get me wrong Local_Man, as I accede you have superior knowledge of illusion, and most likely of poison as well. That said with the pairing of these sets, I would hope there would be more than enough control available to keep the mobs inside the rain. 2 pbaoe holds should more than handle anything boss level and under,and then you have 2 quick firing single target holds to grab anything missed by the pbaoe's. I'd figure you would want to be using them anyway to keep the mobs placed for venemous gasses. Maybe I am wrong, but that is most likely how I would play it.

    Also, looking at it again, I would get another slot in PT and slot the lockdown proc in it.

    Imo, defence looks fine if you are planing on poping two small purples to cap you. Otherwise, I would build for more(Not that big a worry with perma PA mind you.). I would also slot weaken with cloud senses for the recharge over siphon insight for acc.
    The main reason I suggest Frost Breath over Ice Storm is up-front damage vs. Damage over Time, and a faster recharge. Frost Breath will take a chunk of health out of a group of foes quickly, letting you take the lower level foes down faster. A key to increasing the damage done by Illusion is to kill foes before the heal-back on the Illusory damage in Spectral Wounds, Phantom Army and Phantasm's Decoy. If you can keep this extra damage, it will increase an Illusionist's damage substantially. So the key is to kill off low level foes quickly, leaving the higher level foes to be distracted by PA. Then you can focus your single target debuffs on the foes who need it most.

    The faster Recharge in Frost Breath lets you use it for every group. And the groups tend to be smaller when you are solo or small team, so the lower count for the cone won't be a problem.

    Illusion is kind of a unique set, in that due to the mechanics of the Illusory Damage and the pets, it is actually better to take down the lower level foes, the minions and lieutenants, before focusing on the bosses. With most other sets, you want to take down the bosses first since they will do the most damage to you.
  20. First, I disagree with switching out Frost Breath for Ice Storm for an Illusion controller. Frost Breath is all up-front damage, which is far better to leverage illusory damage. Ice Storm is all DoT and foes can run out of the area since Illusion has no way to hold them in the area.

    As for the first build, it is pretty good. I see a few small tweeks and things I might change:

    SI has no EndRdx in it, which means that you won't be able to run it when you are running other stuff. You might consider: put a Celerity Stealth in Super Speed, and then swap out SI for GI. You can still put that LotG in GI, and it will be more useful. Most of the time running around, you can rely upon SS+Stealth IO. In battle, you can fire off GI, then turn off Super Speed and keep your invisibility.

    You appear to be going for S/L defense, but missed the chance to get an extra 3.75% from Siphon Insight. Move a slot to Weaken . . . you could use the 4th slot in Stamina or the 4th slot in Health.

    Your powers have pretty good accuracy, so you can probably skip that Kismet proc . . . except you may want to swap in the Acc/End/Rech for the DefDeb/End/Rech in Envenom. Also, use the Quad with Acc to replace the triple in Paralytic Poison. Then you can either move the slot from Ice Armor, or slot more Defense in there.

    One way to free up some slots: trade out Poison Trap for GI with a LotG Recharge. Then you have three more slots to use other places. On my Demons/Poison MM, I find Poison Trap to be not all that useful. Maybe it is better on a controller, but those three slots might be better used.

    I must admit that I really like Hibernate. So you could replace Elixer (although it is fun to make people barf), swap Hover sooner, put that +3 Defense in Frozen Armor, and fit in Hibernate. But that's just a matter of preference. Hibernate has saved my backside many-a-time, so I really like it.

    With the Alpha Slot of Spiritual, you will be at perma-PA. Otherwise, you'll probably need to add some purple sets.
  21. Quote:
    Originally Posted by anachrodragon View Post
    How is Mace Mastery on controllers? I've got a rogue Ill/Time at 41 and the Ice APP doesn't fit thematically. Fire works for the character concept, but a defense shield would be nice instead of a resist shield.
    The defense shield works nicely even though you really shouldn't need defense. The big problem, however, is that Mace Mastery does not have the quickly recharging single target blast that the hero-side APPs have. Fire and Ice are fastest, but Psi and Primal are OK. Earth's Hurl Boulder is too slow.

    The Blind-SW-Blast-SW attack chain adds a huge amount to your overall damage. Part of this increase is the ability to kill lower level foes quickly, which allows you to keep the Illusory Damage from Spectral Wounds, Phantom Army and Phantasm. If you take out that Blast, your killing speed slows down and you give more time for the heal-back.

    Mace Mastery has a blast with a much longer Recharge. (Base is 24 seconds vs. 8 seconds for the APP blasts.) It has some -Resistance which increases the damage some, but not enough to make up for the Blind-SW-Blast-SW attack chain. You also get a pet . . . but I'm not convinced that can make up for the attack chain, either.
  22. Quote:
    Originally Posted by Forbin_Project View Post
    Uhm just out of curiosity was it NCSoft or Cryptic that was sued by Marvel? As I recall Cryptic still owned the game when the lawsuit took place. I know it doesn't matter as far as how NCSoft chooses to enforce their current rules on IP violations.
    I'm pretty sure both were included in the lawsuit. It is pretty standard to sue everyone who might be responsible and then dismiss anyone who might not be once all the facts are known.

    My understanding is that Cryptic was the developer but NC Soft was the publisher, so they shared ownership of the game. NC Soft bought out Cryptic before Cryptic went off to make "that other game."
  23. Quote:
    Originally Posted by Wing_Leader View Post
    I am surprised, then, that the consequences of not backing down and fighting the Marvel/DC suit has turned out to be the present policy of "generic first and sort it out through a cumbersome petition process later", which is a guilty-before-being-proven-innocent philosophy that ought to feel alien to most people (and probably does given the surprise it engenders in the innocent who come here and plead their case in the court of public opinion).
    Actually, I don't think the Marvel lawsuit changed any policy. Cryptic and NC Soft already had in place the EULA which prohibited players from copying characters from comic books. The "settlement" in this case was, I believe, for NC Soft to continue to do what it was already doing.

    While the settlement was never made public, I actually read the opinion from the preliminary injunction hearing. In most of these kinds of cases, if the plaintiff loses at the preliminary injunction stage, the plaintiff will most likely lose the case. Marvel lost the preliminary injunction hearing. The opinion pointed out that the game systems allowed players to make characters similar to Marvel characters, but that NC Soft already had in place a policy prohibiting such copying. And furthermore, the examples of copied Marvel characters used in the hearing were actually made by Marvel employees and agents . . . thus they were violating their own trademarks. (I thought that was pretty funny for the judge to point that out.) From what I read, NC Soft won all the way at that stage of the case. Thus I presume that Marvel "settled" by giving in all the way while still saving face.

    However, I don't entirely fault Marvel for filing the suit . . . the Trademark laws require the Trademark holders to protect their Trademarks. It would be far worse if we had the government looking over our shoulders at everything we do to determine if we have violated any laws, so I don't mind the private enforcement of Trademarks and some other things.

    Some people complain about the "aweful and litigious nature of American Society." Yes, there are some abusive lawsuits, but far fewer than most people believe. The Federal Courts have Rule 11 Sanctions for stupid lawsuits, and most states have something similar. There has to be a balance of the ability to protect one's rights by filing lawsuits vs. the obligation of the government to oversee everything. The classic example of the lady who sued McDonald's after she spilled hot coffee on her lap is constantly mis-reported . . . if you actually knew all the facts of that case, then you would see that she actually had a valid case for severe personal injury after that McDonalds had been warned time and time again that the coffee was way too hot -- it was just a matter of time before someone spilled it on themselves. (I have seen a picture of her injuries . . . horrible.) And the stories fail to comprehend the effect of comparative negligence in such cases.
  24. Quote:
    Originally Posted by Rainbow Avenger View Post
    I've got the same issue with an alt. I chose a name that was a rank title of a elite military unit that was in regular service for about six-hundred years. I logged in and my comics nerd friend immediately said "Oh, that's a DC character."

    *boggles. Googles*

    I actually found three listings for the name, none higher up than the end of page 2 of the Google search. The name was used once by Marvel as a one-off villain in 1963, once by DC as a one-off villain in 1991, and a couple of times as a hyper-obscure DC z-list hero with a half-dozen guest appearances over a decade ago. None of them even has a Wiki entry. They're that obscure. Yes, my friend is a serious comics nerd indeed. Needless to say, my character has no resemblance whatsoever to any of them.

    So do these trivial uses as throwaway background characters really trump the future use by anyone of a proper noun of 16th century derivation that has been in common usage for almost five hundred years?

    So no I'm not renaming the character, but every time I log him in I feel twitchy, and that annoys me.
    Just because a name was used in a comic book does not mean that the name is trademarked. I think it is pretty unlikely that NC Soft will have a problem with a name based upon a historical reference that was obscurely used by both Marvel and DC at some point. On the other hand, the decision is entirely NC Soft's decision and you have no rights to legally challenge the use of the name in NC Soft's game.

    So use the name and don't worry about it unless you get one of those e-mails.

    (I got one of those e-mails a while ago on a character that has a rather juvenile attempt at humor -- no bad words, but an indirect reference to a medical term. I got one of "those" e-mails, asking me to provide three alternative names. Then I got back an e-mail telling me what name would be used . . . only the character was never changed. The character still has the "naughty" name several years later.)
  25. Quote:
    Originally Posted by Kierthos View Post
    Try naming anything Captain America (Captain America macaroni and cheese, for instance) and see how far you get.

    Yes, you are correct that you can't copyright a name alone. Names are covered under trademarks. However, DC owns a copyright, regardless of whether they registered it or not, on a superhero character named Uncle Sam. Both the name and the expression of the character as a patriotic superhero, combined, provide a set of criteria that would be looked at in a copyright infringement or trademark infringement suit.

    Likewise, the words 'Iron' and 'Man' by themselves are not trademarked. But use them together as 'Iron Man' and it evokes a specific image (or set of images, for the different armor suits, in this case) that is trademarked AND copyrighted.

    Nope, you are not correct. Copyright protects images and words from being copied -- you can't copyright a character, only the specific image of that character as published. The words "Iron Man" can be protected by Trademark but not Copyright. A specific drawing of Iron Man can be protected by Copyright, or the dialogue in an Iron Man Comic Book, but the character itself is not protected by copyright alone.

    An example given to me in law school by the then-current Registrar of Copyright who was teaching our class: A photograph can be copyrighted. However, if you see a famous photographer take a picture, and then sneak in right behind him to take a picture of the same scene, using the same settings on your camara, your image is separately copyrightable from the image created by the famous photographer even though the images may be identical. (Yes, I am an attorney, but I don't practice much in the intellectual property area . . . I've only touched on a few areas in my practice.)

    Copyright is created at the time of creation and lasts for a particular time. Registration of the copyright protects certain rights, but is not needed to establish the copyright. Trademarks must be registered (with a few exceptions) and Trademarks have continued protection as long as the trademark continues to be in use and continues to be limited to its specific use.

    One example is the Dr. Seuss characters. The books are old enough that some of the copyrights were due to expire. So the good doctor's estate sold a license to Universal Studios Florida to make a Seuss Landing area in the Islands of Adventure theme park, in part to keep those characters in the public to maintain the Trademark on them. So the characters themselves are protected beyond just the copyright on the books.