Local_Man

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  1. Quote:
    Originally Posted by Gospel_NA View Post
    Great post, Local man. Thanks, that's a lot to consider.
    The best thing to do is try some out . . . if it looks like fun, level it up for a while and see how you like it. My Ill/Rad I loved right away. Plant is great as soon as you hit level 8 and get Seeds of Confusion. Ice is kind of blah until you get Arctic Air well slotted. I hated Gravity until I finally rolled up a Grav/Storm and got him up to about 30, and then really started liking him once I got the pet at 32.

    Many of these sets have their best powers in the last tier or two, so they are late bloomers. It is hard to tell how good they are until those levels.
  2. Quote:
    Originally Posted by Gospel_NA View Post
    Ah, well. That's very important information. I was undering the impression that chain fences would negate the knock back. That isn't much fun. >_<

    Ok, well I may have to think things through a bit more on what I want to do.

    Recommendations for good controller combinations would be appreciated.

    I'm always interested in most durable, most damage, most ultility, etc. Just interested in what combos people like out there, since I guess elec/storm isn't such a great idea after all

    How about elec/Kin? They seem to be both melee friendly.
    My first recommendation, as always, is an Illusion/Rad. It is, in my opinion, the most flexible build in the game, easy to play moderately well in the low levels, yet challenging to play really well in the upper levels. Phantom Army is your main protection/distraction, which combined with Deceive and invisibility allows you to pick off foes in relative safety -- if I take my time and I'm careful, I can go though missions without being hit a single time. Its weakness is that it does not have any AoE damage until the APP/Incarnate levels (unless you count pet damage as AoE), while it has strong single target damage. Ill/Rad is well known as the best "AV Killer" (although Ill/Cold is also up there). If you are interested, take a look at my Illusion/Radiation guide, linked in my sig.

    In fact, if you go with anything paired with either Illusion or Radiation, you should take a look at my guide. It also has a lot of basic information for controllers in general including strategies. Illusion pairs very well with all of the other secondaries, but especially well with Cold, Time, Storm and Trick Arrow. Radiation is the best general-purpose secondary in that it works well with all of the primaries.

    A quick summary of the other primaries: Elec and Ice are low damage with decent AoE control with powers that make them work well in melee. Earth is the next lowest damage, but has the best AoE control from range. If you want Storm, Earth/Storm is a great combo but doesn't get much damage until upper levels.

    Fire, as you know, does the best AoE damage in melee and has moderate control. Plant is the next best damage, has pretty good AoE Control that heavily relies upon one combo (Seeds+Roots), but is weak at single target damage. Plant/Storm is a great combo.

    Mind has decent Single Target Damage in low levels, and then gains lots of AoE control in upper levels but not much AoE damage. Mind gets extra AoE control instead of a pet. Gravity is the ugly step-child of control sets -- good but slow single target damage but generally weak on AoE control. Grav relies heavily upon its pet for AoE -- I soloed my Grav/Storm most of the way to 50 and it took a while, but was a fun character that required a lot of strategy to play. Like Electric, Gravity's AoE Immob does not prevent knockback.

    As for Secondaries, Rad works with everything, is very flexible for solo or team, and gets most of its good powers early. Rad works well with the melee primaries with Choking Cloud. Storm is a lot of fun, but is chaotic unless you have a lot of experience with it -- great solo and small team, but you have to limit some of the powers on large teams. Storm also has the most damage from the secondary (from the last two powers) and great defensive powers, but tends to use a lot of endurance. Kinetics is a great buffing set but lacks defensive and strong debuffing powers, and puts you in melee most of the time, and is very "clicky." Cold has great debuffs, great team defense buffs but no self-heal and is a late bloomer with the two best powers at the end.

    Empathy is popular for the "healer" crowd -- great buffs and heals but no debuffs -- not very good for a solo player. Thermal is a combo set, with heals, Resistance shields for teammates, a few debuffs.

    Trick Arrow is a ranged control and debuff set, and you get some decent damage from Oil Slick Arrow, but no buffs whatsoever. An Earth/TA controller has more ranged AoE control than any other. Sonic is one of the least popular secondaries with good Resistance buffs and debuffs and some mez protection, but not much else. Force Field is all about Defense and knockback, also has mez protection, but also not very popular.

    And finally Time: It appears to be a very powerful secondary with lots of good debuffs, buffs and control. It is very popular now because it is new, but I suspect that it will eventually be considered one of the best secondaries (if it isn't nerfed). It has some different mechanics and seems more single-target focused. It has a PB AoE aura that helps it work well with Fire, Ice and Elec, and yet still works well with all other primaries. I'm working on an Ill/Time and Fire/Time.

    Since you seem interested in Storm and in damage, I suggest a Plant/Storm. Plant also pairs well with Rad and Kin (I have both of those at 50), and probably Time. Plant and Fire have the best AoE damage, while Illusion, Mind and Grav have good single target damage -- but in my view, Mind and Grav don't keep up with Illusion in later levels.

    The problem with Electric/Kin is that Electric is low damage, so you don't get much benefit from those great Kinetics buffs to your damage. It would be a good team character, but not great solo -- Electric relies heavily upon its pets for damage, which you don't get until 32. I'm running an Elec/Rad, and I can solo in upper levels but it is slow.

    One nice thing about controllers -- every combo results in a slightly different character with different strategies, strengths and weaknesses. If there are other combos you want to know about, just ask.
  3. Quote:
    Originally Posted by SinisterDirge View Post
    Hah. I have an angry black clown named Ohmie D Clown.
    I liked the pun so much that I also made a Plant/Elec Dominator named "Ohm and Garden" and an Electric/Fire Dominator named "Ohm Cooking." But Ohm Depot gets a lot of comments because his costume really worked out to finish out the theme.
  4. I have the Devastation Chance for Hold proc in my Jolting Chain, and it seems to hit fairly often. I have my Tesla Cage a different color, so it is easy to tell when the cage around a foe was caused by the proc in Jolting Chain. It is not uncommon to see 3 or 4 foes held with that proc.
  5. Quote:
    Originally Posted by SchroedingerCat View Post

    dont /shield or shielders do lots of knockback? I know storm does knockback, but its a pain to herdicane and provoke them all back together once you knock em.
    No, Shield Charge is knockDOWN, not knockback. It is a great power. Lighting Rod is also knockdown. So is Thunderstrike. So the foes spend a lot of time on their backsides and not being thrown all over the place. This helps mitigate damage. (Of course, low level foes and Clockwork are weak to knocks, so they get knocked back.) And even if foes do get knocked back, Shield has such a good aggro aura that the foes usually run back into melee. (I have two Shield scrappers at 50 and a tank at 43. Shield is a great set.

    My favorite scrapper that I have is my Elec/Shield because I can do the double whammy of Build-Up/Lightning Rod/Shield Charge to wipe out large groups. I think Fire actually does more damage, but I really enjoy that double whammy. He also has a great name -- he is dressed in an Orange vest, khaki pants and a white short-sleeve shirt, and named "Ohm Depot."

    My other Shield scrapper is pretty good, too. He is Broadsword/Shield -- Parry makes it very easy to softcap because Parry takes care of melee defense, so you only need to build for Ranged and AoE. His name is "Bull Shield," and had that name long before Minotaur head became available.
  6. I would say that something that can gather up groups and take the alpha strike, and then has good AoE. I know my Elec/Shield scrapper would be a good choice. Shield has a good aggro aura and the AoE damage of Shield Charge. Fire or Electric Melee would work well. A similar Brute would work well, too.

    I can see the Scrapper/Brute gathering up foes into a group, then the Controller dropping Ice Slick, Freezing Rain and running in with Arctic Air to mitigate damage while the Scrapper/Brute wipes out the foes. If foes get spread out, the Controller can run around the outer areas with Hurricane to "herdicane" the foes in tight to the Scrapper/Brute.
  7. Quote:
    Originally Posted by electric_emu View Post
    Thanks for the advice, guys. Very helpful. And thanks for being relatively gentle, I obviously don't have much idea what I'm doing. I got a little excited when I realized how easy it was to softcap, hehe.

    What I've gathered is that I can pretty much just build for recharge and recovery and be okay. I have already experienced what Arctic Air and Time's Juncture do together... wow. Can't imagine what adding Ice Slick will be like. I can see that softcapping is excessive. Does anyone have a rough estimate of how much recharge I should go for? I imagine perma-Hasten would be a good starting place. And what about recovery? Numbers anyone?

    Also, which Alpha power should I consider? I'm used to Brutes where its pretty much Spiritual or Cardiac. But Musculature and Nerve actually sound useful on a Controller (maybe not so much on Musculature give Ice/Time has very little damage in the first place). Ideas?

    Thanks again
    Frankly, opinions vary widely depending upon playstyle. How much Recharge? It depends on how much you feel you need. Ice/Time will not be nearly as Recharge-demanding as an Illusion controller with a clear goal of Perma-PA. You mostly want Ice Slick, Glacier and your various Time powers up when you need them. Because you will rely a lot on two toggle powers, Recharge needs aren't nearly as great. Perma-Hasten may not be needed, but it is nice to have.

    Endurance will be an issue with two auras running. So you may want to focus on Recovery and +End first. Plan probably on Cardiac for your alpha. (I use Cardiac and Spiritual mostly for Controllers, too. I think I have Nerve on my Plant/Kin, and I might have Musc on one character, but Cardiac is usually needed most, then Spiritual.)

    I suggest first play this character, slotting the basic needs of the powers first. Learn your playstyle. If you spend a lot of time wishing various powers were recharging faster, then you need more Recharge. If you are running out of endurance, then you need Recovery. On the other hand, if you find you are taking a lot of damage, then you need to either adjust your playstyle or go for Defense. (Yeah, simplistic, but you really should try it before you plan it.)
  8. Overall pretty good, but I have a few suggestions:

    Blind: Replace the proc with the Quad Baz Gaze -- you need the accuracy. As for the two damage procs -- Mids shows that they provide slightly more overall damage than my usual preferred slotting of an Acc/Dam Hami-O and a common Damage, but remember that those procs hit randomly and you will have less accuracy, too. Personally, I would rather have the sure thing than the random chance of damage in Blind.

    Spectral Wounds: I would replace the heal proc with an Acc/Dam Hami-O. There is a significant difference in damage, and the proc only give 5% heal 10% of the time.

    Flash: I would prefer to replace the Lockdown proc with an Acc/Hold/Rech from any set. Flash needs more accuracy. The proc will only be effective 15% of the time against only bosses. Not worth the slot to me.

    Time's Juncture: 4 slot with Dark Watcher. Pull the pure Confuse out of Deceive, and one of the Recharge out of Hasten. That adds another 5% Recharge. Plus that will make the power more effective.

    Temporal Selection: Why not put a Heal and Heal/Rech from Numina or Miracle in there? I'm planning on only one-slotting it as slots are needed other places.

    Phantom Army: replace the Dam/End with the Soulbound Dam/Rech and then the Recharge with the Soulbound Chance for Build Up.

    Time Stop: Replace the triple with the Quad for more accuracy.

    I'm not a huge fan of Leadership, but it is a viable choice. I would rather have a travel power and Frost Breath . . . you could put a Posi-Blast in Frostbreath and then replace the Glympse set in Spooky to the Unspeakable Terror set. Or use a purple set in Frost Breath if you can afford it. Or you could take Combat Jumping in place of the travel power (to get back your 5th LotG Rech and to provide Immob protection).

    Spectral Terror: If you keep the Glympse set, replace one with the damage proc.

    Doesn't Slowed Response need Accuracy?

    That last Harmonized Healing in Chrono . . . I'm not sure why you used a Harm Heal instead of a common Heal, but I would move that to Slowed Response.
  9. Quote:
    Originally Posted by _eeek_ View Post
    Not sure I entirely agree with that.... the "oddballs" are illusion (which, in my mind, is less about "control" than it is about utter chaos ), and fire, because it's typically played in melee.

    All the other control sets are fairly similar:
    -ST immob.
    -ST hold
    -Sleep, (or some other very soft control), which everyone but electric skips
    -AoE immob, which I WISH everyone would skip (fire being the exception to this)
    -AoE hold
    -Pets (except mind)
    A few have a damage attack, like carrion creepers for plant, or jolting chain for electric. A few have a stun, some have a slow, and a couple have a knockdown debuff (earth and ice). They have some differences in some secondary effects, like ice having slows, but this doesn't really have too much difference in playstyle.

    When you mix in secondary powersets, that mixes stuff up a bit. A heavy buff set plays differently than an offensive debuff set. Add in epics, which can have defense, or melee attacks, or ranged attacks, or none of the above, and playstyles differ a bit more.

    Wait... there are "general rules" for squishies? What general rules? Hey, no fair! I never got a rule book! What are the rules for squishies?
    I strongly disagree. (Which is too bad because you said some nice things about my guide in the earlier post.) Each primary leads to a different playstyle because each control powerset has a different focus. Some lead to melee (Fire, Ice, Elec) while others are ranged. Some have strong, durable pets (Illusion, Grav, Earth), others have damage pets (Fire, Plant) and some just have pets (Elec, Ice). One of the main reasons I like controllers so much is because there are such a wide range of playstyles.

    First, what do you consider to be a base-line controller? Earth? Let's use that as a start. Earth is a low damage, high control set. Earth has the typical ST Hold, ST Immob, AoE Immob, AoE Hold -- er wait, Earth's AoE Hold is not typical because it is persistant and can hold bosses. It has a ranged AoE Stun, a PB AoE Sleep, a persistant AoE Knockdown and a persistant Targetted AoE Slow/Defense Debuff patch. Except for the PB AoE Sleep, it can all be played from range three main ranged AoE controls -- Stalagmites+Stone Cages (That AoE Immob you don't like), Earthquake, or Volcanic Gasses. And Quicksand can be used underneath all of them and on its own. The Defense Debuff in the set is huge, making it easier for teams to hit tough targets. Plus the pet is tough enough to be a decent tank and somewhat makes up for the low damage of the set, so Rocky has a big impact on the set.

    Illusion you have admitted is different, so I won't go into that.

    Now Ice: Another low damage set, but this one trades high control for lots of Slow and -Recharge and a different playstyle. Same ST Hold, ST Immob, AoE Immob. This one has a PB AoE Hold and not ranged like Earth. It has a cone Slow. It has a ranged Sleep which is far more useful. The key powers are a persistant Knockdown patch and a toggle PB AoE Confuse/Slow/Afraid aura. Arctic Air turns an Ice controller into more of a melee player than ranged, which is very different than an Earth controller. The main role of an Ice controller is to reduce damage taken by melee teammates rather than control large groups from range. The pet? Jack is somewhat fragile, he does OK damage and some control but has minimal effect on the set.

    Fire: Higher Damage and moderate control, with a melee playstyle. Same ST Hold, ST Immob and AoE Immob. Same PB AoE Hold as Ice and Illusion. It has a similar ranged control combo as Earth, using Flashfire+Fire Cages in the same way as Stalagmites+Stone Cages (why is the AoE immob for Fire useful, but not Earth?) But it is a lot different than Ice because instead of a PB AoE aura of Conf/Slow/Afraid, its aura does Damage/Slow/Afraid -- that damage makes a huge difference. Smoke is a ranged perception debuff, Bonfire is a persistant targetted AoE KnockBACK instead of knockdown, making its use substantially different. And of course, the Fire Imps are there mostly for damage and make poor tanks but add a lot of damage to the set.

    Plant: Fairly high Damage and fairly high control, but from short range. Again, similar ST Hold, ST Immob, AoE Immob -- er, but the AoE Immob does twice the damage of the other AoE Immobs. This AoE Hold is ranged, but not persistant like Volcanic Gasses. The key power is a Cone Confuse, which combined with the AoE Immob, Roots, does pretty decent AoE damage. Then you get Carion Creepers, a unique pet that can draw some aggro, do some damage and provide AoE control. Then you get a ranged AoE sleep and an Immobile AoE Regen buff. The pet contributes to damage and some control, but isn't very tough. A Plant controller relies heavily upon Seeds+Roots for AoE control and Damage, but is somewhat weak on single target damage. It's best playstyle is at short range for optimal use of the Seeds cone.

    Electric: Another low damage controller with a melee playstyle, but this one has an odd mix of control powers and lots of endurance drain. Similar ST Hold, ST Immob, but this time the AoE Immob does not have -Knockback, which can make a big difference. Ranged AoE Hold. Location targetted AoE sleep patch and a PB AoE Endurance Drain toggle provides some similarities to Ice's Ice Patch+Arctic Air, but End Drain takes some time to take effect. Jolting Chain and Synaptic Overload are both chaining powers, which means if they miss the first guy, you're hosed. Overload is interesting in that it does not draw aggro, so if it misses you can wait for it to recharge. The pets are fragile and do moderate damage, but they are the most damage Elec has.

    Mind: Good single target damage in low levels, but great AoE control in high levels, no pet and all ranged. Do I really need to go into how different Mind Control is than any other control set? Three controls that do not draw aggro? No Immob powers, two Sleep Powers, two Confuse powers. Somewhat similar to Earth Control in that there are three primary AoE controls (plus a secondary in Mass Hypnosis), but they are one-shot controls while Earth has two of the three are persistant. The playstyle is very different.

    and lowly Gravity: High single-target damage, but very slow, with poor AoE control -- it relies heavily upon the pet. ST Immob and ST Hold, but another AoE Immob without Knockback protection. Ranged AoE Hold. Two single-target damage powers. Widely disliked Intang power and a quirky AoE Teleport/Stun that seems to fill the spot of the main AoE control but does it poorly. The pet becomes the main AoE control power/Tank.

    I have found each of my controllers to have a different playstyle even with the same secondary. Fire/Rad is different than Earth/Rad, is different that Plant/Rad, is different than Elec/Rad, is different than Ill/Rad. Controllers have more divergent playstyles than any other AT in the game.

    As for a general rule for building Controllers? Recharge and Recovery is usually, but not always, a good idea. Some controllers, due to the primary or secondary, may not need as much Recharge or as much Recovery.
  10. OK, let's start with a few basics about Controllers:

    The two powersets for a controller are Crowd Control and Buff/Debuff. If you are using those powersets, you shouldn't need huge amounts of Defense. There is a misconception which is freqently reinforced on these forums that Controllers should have softcapped defense. That wasn't even possible until IOs came into the game, and we did fine before that. Even now, I don't build controllers for Defense with only one or two exceptions. So, while building for high Defense is a nice goal once you know how to play a controller, it should not be your focus for your first controller. You should be building to make your controller, uh, control better. Can you build for Defense? Sure you can, but it is up to you whether the trade-offs are worth it. I suggest you try making a controller maximized as a controller first before you fall into the "need moar d-fense" trap.

    Why don't controllers need a ton of Defense? Because controllers should be controlling first, then debuffing. Good controllers are able to mitigate the alpha strike when solo or on small teams, or let the tank do his job and take the alpha strike when on middle to large teams. Then the controller makes it easier and safer for teammates to take down the foes. If the foes are either controlled or shooting at the tank, then you shouldn't need much defense. For the most part (but there are exceptions), controllers should not be running into melee until after other members of the team or until after the group is controlled.

    So, if you don't build for Defense, what should you build for? Most of the time, Recharge and Recovery. You want to be able to use those control and buff/debuff powers as often as possible. Think about it for a second from your own experience . . . As a Brute on a team, would you rather have a teammate who utilizes his strengths to completely neuter the foes while buffing the team and debuffing the foes, or would you rather have a controller teammate who acts like a scrapper, running into melee and trying to take down one or two foes? The former will add a lot more to the team.

    Take a look at your build, and consider how much more open the build would be if you DIDN'T build for S/L defense. It would free up a ton of slots and power choices to do a better job at team support, or even adding some damage if you want to solo. I prefer to slot powers to make them effecive first, and then consider set bonuses as, well, bonuses. As a result, I dislike taking a power as a "set mule." I like to make my powers actually do something.

    If you plan to solo, you may want to pick another build. Ice is arguably the lowest damage primary. Time adds some -Resist but has no damage on its own. So while you CAN solo an Ice/Time, it will be slow. Painfully slow if you are used to playing a Brute. And you will want to build as much damage into the build as possible.

    Chilblain: This is a power you need to have if you plan to solo. Otherwise, it is skippable.

    Block of Ice: This should be your most often used power. 4 Baz Gaze are a good start, but adding some damage is a good idea -- Baz Gaze is a little low on Acc, so add some Acc and as much Damage as you can. At level 47+ I like an Acc/Dam Hami-O and a common Damage IO.

    Frostbite: AoE Immob with 12 seconds of -knockback. Some people say it should be skipped, but I disagree. It is a nice power for keeping groups together, especially when Ice Slick is recharging. Combine an AoE Immob with the -ToHit and Slow of Time's Juncture and -Recharge of Dispersion Field, and you have a group who can't move and can't fight back hardly at all. Plus, it is your fastest recharging power that sets Containment for any AoE Damage you can do. The best way to get damage out of this power is slot it up for Acc and EndRdx, and then damage procs -- they do more damage than slotting the power for damage. Ultimately, the Grav Anchor set is nice, if you can afford it, for the 10% Recharge bonus and the Hold proc.

    Time Crawl: This is a nice power for the various things it can do, but the Slow sets kinda suck. Just put an Acc in this power and call it done. And now you have 4 extra slots.

    Time's Juncture: 4 Dark Watcher for the 5% Recharge. The Impeaded Swifness proc is OK if you have spare slots.

    Arctic Air: This power seems unimpressive until it is fully slotted and you get some experience with it -- I consider it to be the cornerstone power of Ice Control it is so good. This is the reason that Ice Controllers usually want to be in or near melee. It needs max slotting for Confuse and as much EndRdx as you can. It has three effects: Confuse, Slow and Afraid. Foes in its area slowly try to run away until they are hit by a confuse pulse, as which point that foe might stay an attack another foe or might run back and forth confused. The first proc you want is the purple Contagious Confusion proc, which seems to double the effectiveness of the power. Other procs are far less important and are probably skippable.

    Teleport: You don't need Teleport -- try Super Speed with a Stealth IO to give you full invis. You can turn off AA and TJ, run in to the best spot to fire off your controls for maximum effect. You can also run away if things get too difficult. You can also lead your pet into battle to tank for you while the foes can't see you. You can also stealth missions.

    Ice Slick: 2 Recharge. You want this power up a LOT, as it is your best Alpha-Strike mitigator.

    Shiver: With all the Slow and -Recharge in Ice/Time, Shiver is very skippable. Not a bad power, but skippable unless you don't want to go into melee. Again, the Slow Sets suck, so just use 2 Accuracy.

    Distortion Field: It seems to be popular to slot this with 4 Baz Gaze even though the Hold in it is really poor -- basically, it acts as a set mule even though the power is great. I'm finding that I use this a ton, much like Earth's Quicksand. I plan to slot mine with Recharge and then a bunch of procs if I have the spare slots.

    Flash Freeze: This is the most-often skipped power in the set, since AoE Sleep powers are pretty useless when teammates have AoE attacks. It has it uses solo or even team, but it is situational at best. I would probably go with Hasten here, or maybe Combat Jumping (with a Luck of the Gambler Recharge) and would only take FF late in the build if there is nothing else to take. However, it can hold the cheapest of the purple sets for a nice 10% Recharge.

    In case you haven't guessed by now, I would drop the Fighting Pool. I prefer powers from my primary or secondary, or other team friendly powers. Even Leadership is worth considering IF YOU HAVE ENOUGH ENDURANCE. If you want another attack, Air Superiority is my favorite, but even Flurry does decent damage.

    Glacier: 4 Baz Gaze is good, but add an extra Acc/Hold/Rech in a 5th Slot if you can. Same with Time Stop.

    Jack Frost: Jack is sometimes describes as having the heart of a lion and the brain of a rock. Still, he can draw aggro away from you, can be lead into battle to draw the alpha Strike, and actually can do some decent damage for a set very low on damage. Consider 4 Expediant Reinforcement, an Acc/Dam and a Dam/Mez Hami-O. His Freezing Touch is often helpful.

    Slowed Response: You probably want at least 2 Recharge.

    Ice Blast: Slot this up for damage, not ToHit Debuff. You could use the damage.

    Hibernate: This is a great power that only needs its default slot. I can't tell you how many times Hibernate has saved me.

    The basic strategy of an Ice Controller is: Let the tank run in (if you have one). Then cast Ice Slick to control the group, then Dispersion Field. Then run in with AA (and TJ) running to debuff and mitigate -- the foes should be mostly flopping, and those who aren't might be confused, or slowed and running away while their ToHit and runspeed and Recharge is debuffed to the basement. Pick a foe to hold with BoI and damage with Chilblain. While the majority of your team cleans up this group, your Tank can run into the next group to draw their aggro.

    Glacier is a panic-button power. Same with Frostbite+AA+TJ. Shiver can be used to slow down an ambush.
  11. Quote:
    Originally Posted by Captain_Karate View Post
    I recently made an Ill/Time controller. I've never used either powerset before. I was wondering a bit about people's thoughts on slotting the Illusion pets. I've also seen two of the Ill/Time recent posts.

    I was thinking about slotting some of the defence bonus, and resistance bonus in the pets. Something like these maybe...

    Edict of the Master: Defence Bonus
    Sovereign Right : Resistance Bonus
    Call to Arms: Defence Bonus
    Expedient Reinforcement: Resistance Bonus
    Soulbound Allegiance: Chance for build up

    Is that a waste of slots? The def and res bonuses were noticeably absent in the builds I checked out. Or should I just go for perma-PA slotted with acc and damage type stuff for the pets?

    Thanks!
    I strongly recommend you take a look at my Illusion/Radiation Guide, linked in my sig, for the Illusion side. There is a full discussion about the slotting for Phantom Army and Phantasm. There is also a discussion about strategies of using your powers, including your pets.

    But as others have said, slotting the Defense and Resistance bonuses are a waste of slots. PA should get 4 Expediant Reinforcement (leaving out the Resist proc and the Dam/End), plus the Dam/Rech and Chance for Build up from Soulbound. Phantasm can get 4 Expediant Reinforcement (all the ones with Damage) plus an Acc/Dam Hami-O to cap it out if you have the spare slot.
  12. Local_Man

    Ice/FF soloer?

    Looking at your build, I have a few comments: (I'll start this now, but I may have to finish it later, so I may edit it with additional comments.)

    Ice/FF is one of the lowest damage controllers possible. Trying to solo will be slow compared to most other controllers. You can do it, of course, but the damage output will be limited because you have so little damage from your primary, your pet is somewhat lacking and your secondary has no buffs to damage or debuffs to resistance. Jack Frost is often considered one of the weaker pets -- I have described him as "Heart of a Lion, Brain of a Rock." He runs into melee and gets himself killed with regularity. The one power you are severely missing for solo is Chilblain. It is an OK damage power, and you need as much damage as you can get. Another option is Repulsion Bomb, which has some AoE damage even if it is not all that great. I'd recommend Chilblain first, and then Repulsion Bomb if you have room and slots.

    You have a lot of ally-only powers for a solo character. Those powers are worthless when solo. Even if you want to have a build for both solo and team, you could reduce the slotting in a few of the ally-only powers to improve your slotting for your solo powers. Or you could make one build for solo and a second build for teams.

    Block of Ice: Here's my standard response when I see someone use the 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 proc 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 the 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. But not in a Single Target Hold.

    I can see that you tried for the two Damage bonuses, but I would use the Lockdown EndRdx/Hold/Rech instead of the proc if you want to keep the same bonuses.

    Deflection and Insulation Shield: These could be reduced to the LotG Rech and Defense, saving two slots from each for other powers.

    Fly: Needs an EndRdx in there if you keep it, but I suggest you change to Super Speed with a Stealth IO. With AA running, you don't need to be in the air. If you need to fly, you can always use a Raptor Pack with virtually no loss in speed. Full Invis is very, very nice solo, letting you pick and choose when you want the fight to begin. Then replace Afterburner with Combat Jumping, which provides Immob protection. Getting Immobed when solo often = faceplant if you don't have a Breakfree. You can keep Air Sup if you want, but Flurry actually does more damage.

    Arctic Air: The duration of the Confuse pulses makes a difference. When the pulses are longer, the foes are able to take a shot at one another, and there is a greater chance that the next pulse will hit and continue the confusion. Once nice slotting is 5 of the Confuse purples, plus a common EndRdx in the 6th slot instead of the Acc/Rech. You get 10% Recharge that way, but give up the damage proc. However, more confuse means that the foes will do more damage to each other.

    Aid Other/Aid Self: Do you really need to spend 5 slots for Aid Other on a solo character? Yeah, you can heal up Jack, but that's about it. Maybe you can find a better use for those slots. And do you really need Resusitate at all? There might be a better power to use that will add to your damage . . . like Chilblain or Repulsion Bomb. Use some of those saved slots to slot it up for damage. It is not a huge amount of damage, but it can help. You need every bit you can get.

    Recall Friend: For a solo character? I would choose Maneuvers instead to buff your overall defense. Then you might be able to re-consider the slotting of Frostbyte. Maneuvers will add to all your defense, not just S/L.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    The issue with Fly specifically is not that it is a bad power on its own, but that you can replicate it using a very available temp power that lasts a very long time and is close to as good. Because of this you can enjoy all the benefits of Super Speed most of the time (which does not have a temp power that can replace it) and use the jet pack for short bursts. Super Speed is so much better than the other 3 travel powers that it's really kind of silly, mostly due to the ability to turn invisible when combined with Stealth IOs.

    I actually have Super Jump and SS on one character (SJ as a pre-req for Spring Attack) and took Super Jump off my action bar entirely because with a jetpack it is worthless. The power even detoggles Combat Jumping, which is just obnoxious since I can run around super speeding invisibly and leaping off ledges with the jet pack without that happening, but I lose immobilize protection if I actually try to jump far--just silly.
    While I agree with you that the Raptor Pack can replace Fly in many cases, there are a few circumstances where I really prefer Hover/Fly -- mostly characters who stay out of melee and often fight from the air. This includes some Blasters, Defenders, Corrupters and Controllers. (For characters who use Fly only for travel, however, the Super Speed + Raptor Pack is better in my opinion, especially if you put a Celerity Stealth in Super Speed.)

    For example, my "signature" Ill/Rad is a ranged character except for those few times he runs in (while invisible) to fire off Flash or EM Pulse. I currently have Hover (great place for a LotG Recharge, but a useful power for fighting from the air) and Fly (I use the Speed-on-Demand binds, which automatically turn on Fly whenever I move, then turn Hover back on when I stop moving). I currently have Group Invis, mostly as a set mule for a LotG Recharge, but I use it once in a while only because I have it. I plan on replacing GI with Afterburner, which will still give me the same place for a LotG but will also let me get to far-off missions faster. Sounds like a big win to me!
  14. Local_Man

    Illusion/Time

    Quote:
    Originally Posted by Mage_Black View Post
    My Bad! Should of selected Recall Friend. I understand the importence of hard control. But with Time there is so many options that Flash I believe isnt needed. It really is a preference of how you trying to get things done. Wanted to keep everything softcapped so that I could rush into the middle of things and do my thing and not sit outside the box like most controllers. I'm a scrapper guy by nature. With spiritual alpha i have Phantom Army just under 60 secs. 59.97 secs to be exact. From my readings this is imperative for Illusion control. With the give and take of it all, I truly dont believe i'm over-enhanced. 1 blue pill and I'm right were I want to be.
    Thinking that Perma-PA is "imperative" is wrong. Some of us played Illusion controllers for a long time before IOs were even in the game, and we were able to do most of the stuff that you can do now with Perma-PA Illusion Controllers . . . it just took a little finesse, planning and technique. I have certainly done my share of promoting Perma-PA builds, but that's because that's what most people want in their maxed out builds.

    Even today, I haven't taken my Ill/TA or Ill/Storm to the level of perma-PA, and yet these characters are still fun to play and very effective. Too many people get caught up on the forums with the belief that if they aren't min-max built, that the character has a crappy build. Perma-PA, softcapped defenses and the like take away a lot of the challenge in the game and make it too easy. My Perma-PA Ill/Rad and Ill/Cold almost never die even in the toughest trials and missions, but that takes away a lot of the challenge.

    /off soapbox
  15. Local_Man

    Illusion/Time

    Negate: You didn't post the Data Chunk and your Datalink is broken (That seems to always happen when you edit a post after posting the build . . . that's why I post the Data Chunk generally.) As a result, I can't check your numbers. But few things I see:

    You really don't need to put a Slow into Time Crawl . . . it only effects run speed and Time Crawl is already at the 90% cap. It will only have an effect on higher level foes, and the other aspects of the power are far more important.

    Blind: No damage in this power is really missing out on the opportunity to make that Blind-SW-Blast-SW attack chain far more effective. Try to find two slots for an Acc/Dam Hami-O and a common Damage IO.

    Time's Juncture: I would go with 4 Dark Watcher, even if you have to take slots out of Temporal Selection. You get the same 5% Recharge in one less slot. And the debuffing of TJ is substantial -- one of the bet parts of the Time set. You can let PA go in, then skirt around the outside of groups, debuffing the ToHit of foes not focused on PA.

    Phantom Army: The biggest problem I see is that PA is underslotted. PA is not only the main source of control-through-distraction, but a major source of damage, too. Throw in a Dam/Rech and Chance for Build Up from Soulbound.

    There are a few other places where an extra slot would help: Flash could use an extra Acc/Hold/Rech. In Farsight, is there any reason why you didn't use a LotG Defense instead of the common Defense? You would get some nice Regen with no loss in enhancement amount. In Phantasm, drop that defense proc and replace it with some extra Acc/Dam. Phanty uses his decoy a lot, so doesn't need defense. And if they ever fix the run-into-melee bug, Phanty won't need defense at all.

    I really don't see a good reason to take both SJ and SS for travel, unless it was done for PvP. There are a lot of other useful powers that could be taken instead of one of those. At the very least, if you have Super Speed, take the Celerity Stealth IO to make full invis, so you don't have to worry about clicking GI every few minutes.

    Power Blast is underslotted. It needs enough Acc/Dam/Rech to work in the Blind-SW-Blast-SW chain, and you want as much damage out of it as possible.

    TheOOB is making a lot of the points that I have made for a long time. I prefer the Ice APP over Primal.
  16. Quote:
    Originally Posted by SinergyX_EU View Post
    Big thanks on the price indication, thats gonna be a huge investement (then again, my brute was expensive too but didnt take that long).

    Hoping to hit 35 tonight, should i straight to for APP or first pick up choking cloud? I kinda hate air sup. by now, as i am running ranged all the time, having to go melee for some extra damage aint really funny.

    I was thinking about getting the Predator badge for the 7.5% recharge bonus.
    My recommendation -- Definitely take your APP single target blast and don't take Choking Cloud at all. Choking Cloud works great for melee-oriented controllers like Fire/Rad, Elec/Rad, Ice/Rad. It can work for controllers with long-term AoE control, like Earth/Rad or Plant/Rad, but is easily skippable.

    However, Ill/Rad just doesn't have the tools to make Choking Cloud viable. CC really needs another control power or substantial debuff to make it useful because it only works part of the time. Fire has Hot Feet, Elec has Conductive Aura, and Ice has Arctic Air to combine with Choking Cloud. Illusion doesn't have a similary power.

    As soon as you get that single target blast from the APP sets (Fire and Ice are best), then you can easily drop Air Sup and add Hover (useful to fight from range and as a place to put a LotG Recharge). As your Global recharge increases, you will be able to use that great Blind-SW-Blast-SW attack chain where SW-Blast-SW all get Containment damage. It will let you take down minions and lieutenants very fast, letting your pets focus on the tougher foes and letting you keep the Illusory damage.

    Decided to play with Mids and come up with a build with the I-21 changes. I moved Fire Blast to 35 and Fireball to 38. I traded out Group Invis to add Afterburner, moved Mutation back to 49, but otherwise it is pretty much the same build.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Illusion-Radiation Guide: Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(29), HO:Nucle(31), Dmg-I(36)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(27), Dct'dW-Rchg(40)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(29), HO:Nucle(36)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(15), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(40)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(50)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(43)
    Level 10: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(25)
    Level 12: Hover -- LkGmblr-Rchg+(A)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    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%(23)
    Level 20: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 22: Lingering Radiation -- Acc-I(A)
    Level 24: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-Acc/EndRdx(37), U'spkT-Fear/Rng(40), U'spkT-Acc/Fear/Rchg(50), U'spkT-Stun%(50)
    Level 28: Recall Friend -- Zephyr-ResKB(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), HO:Nucle(46)
    Level 35: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 38: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(46)
    Level 41: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 44: Afterburner -- LkGmblr-Rchg+(A)
    Level 47: Fire Shield -- ResDam-I(A)
    Level 49: Mutation -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(46), Mrcl-Heal(48), Mrcl-Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(48)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |78DA6593494F137118C6FFD316A10BD08240590AA58085D2161A4DBC98908840508|
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    |-------------------------------------------------------------------|
  17. Quote:
    Originally Posted by Tourettes View Post
    Specifically is it more advantageous to be Controller instead of Dom w/ the Elec/ Powerset? I took it on a Dom and got to 20 and the dmg was not there. (Elec/Elec). So going to re-roll and wondering thoughts of being controller vs Dom w/ this powerset. Doesn't seem I get many miles out of "Domination" power w/ this set. But the sleep is amazing.

    Thoughts?

    Also, what would be a great secondary set to pair it w/ for pure dmg? I'm thinking /fire, but I miss a lot of the fine details.

    Thanks,
    Tourettes
    Your post is a bit confusing. What are you looking for? You talk about making an Elec/Fire Controller, when there is no "Fire" secondary for controllers, but there is a */Fire for Dominators. Maybe you meant "Thermal" as a secondary for Controllers?

    And which is more "advantageous" is really a matter of opinion. Do you want Damage? Do you want Crowd Control? Do you want to provide team support through a combination of crowd control and buff/debuff, or do you want to be able to solo or contribute damage to a team? Dominators have a secondary devoted to damage, so they will do a lot more damage than Controllers, whose secondary is a buff/debuff set. Controllers get Containment, but that doesn't make up for a damage set. Electric Control is one of the lowest damage powersets, so if you are looking for damage with Electric, then a Dominator is the clear choice.

    Dominators control crowds and then kill stuff. Controllers are more varied, in that some Controllers make their teammates better by controlling and then making it easier for the teammates to kill stuff, but aren't all that great at killing stuff themselves (Elec, Earth and Ice are the lower damage sets). Some controllers are pretty good at killing larger groups (Fire Control and Plant), while some controllers are good at killing single targets (Illusion, Mind, Grav).

    With Electric as a primary, there are several secondaries that have a lot of synergy. Time and Rad, in particular, plus Kinetics, all can have a melee focus that goes well with Electric's Conductive Aura. But don't expect to kill stuff very fast. There is a long thread about the wonders of Elec/Cold, but I'm not convinced that Elec/Cold has a lot of synergy.
  18. Quote:
    Originally Posted by GavinRuneblade View Post
    I had an ill/rad that I moved over to exalted recently. Been stalled out in the late 20s as I sort of realized that I had no idea what I was doing with him. Found your guide and got a much better idea.

    However, what I can't find are any skippable powers in the primary or secondary except for maybe group invis. Is this a combo where you really pretty much take it all and don't get many pools?

    I'm looking at just flight and haste at this point with nothing else from their pools and am very grateful that fitness is inherent. I can skip air sup because I have three veteran attacks.

    Anyway, thanks for the guide!
    I'm glad it has been helpful.

    On the Illusion side, I would say that either GI or SI is skippable. On the Radiation side, Choking Cloud, Fallout and Mutation are all skippable. You will need some places to slot LotG Recharge, and Hover, Combat Jumping and even GI work for those. Hover is handy for "hoverblasting." CJ is nice for the Immob protection and low end cost.

    Once you get an APP blast, which you can now take as early as 35, you can easily skip Air Sup -- you shouldn't need the vet attacks at that point.
  19. Quote:
    Originally Posted by GavinRuneblade View Post
    Rough guess, and assuming you buy the crafted IOs not recipes and that you use no Alignment merits, astral merits or drops, but just shell out money for everything, 3.6 billion.

    That's also assuming relatively high prices for most items. 150m for each gambler, 300m each for the enzymes, 40m for the neucleus, 100m for the full sets of decimation 80m for posi, 350m each for 3 copies of basilisk. Expedient reinforcements are running between 20m and 60m per piece (depending on level) right now and the build has a lot of them.

    You can shave a huge percentage of that off if you buy odd-leveled recipies and do your own crafting. Easily turning the basilisks from 350m down to 250m each possibly less. Uncrafted decimation sets move for only 20m+ crafting costs compared to 70-100m for the set crafted (for a few months this was my major source of money even more than farming).

    If you run hami raids or STF/LRSF you can get the neucleus for free. Patience can get you enzymes down in the 250-280m range. And uncrafted expedient reinforcements are about 1/3 the price of crafted. Using alignment or astral merits for the gamblers is the way to go there.

    I'm guessing you can put it together with patience and merits for about 1.2b to 1.8b.
    Overall, as good an estimate as any, but market prices vary widely. Plus, there are so many good ways to earn the high-demand recipes today . . . Alignment Merits are a huge benefit to get those LotG recharge or other expensive IOs, or you can just manufacture a LotG Recharge or other IO in demand, and then buy the ones you need.

    Tip Missions let you earn one every two days. Or you can buy one a day with 50 Reward merits and 20 mil Infl. The new VIP mission lets you earn 2 for the first two times you run it, and then one more every seven days. And you can get recipes from Astral Merits, Reward Merits, and several other ways.

    I just tonight finished saving up 35 Hero Merits on my Ill/Rad, but I have not been very dilligent about doing the Tip Missions to earn them. A buddy of mine is working on his third set of 35 Hero Merits on one character and the second set on another. Use that to get one of the PvP recipes in big demand, and you can sell it for 2 Bil or more.

    I build my Ill/Rad on only 400 mil . . . but I had all the Hami-Os and purple Confuse IOs already. It just takes some time and effort. And planning.
  20. Gravity: Good single target damage, but very slow in delivering that damage. Has an attack chain of GD (the Single Target Hold)-Crush-Propel for solo, or GD-Crush-Lift if you are only on teams. Poor AoE control. The pet, Singularity, adds a ton to this set and makes it a lot better. Singy is tough and can act as a tank/controller. Personally, I liked Grav solo, but it is not a great team controller.

    Mind: Starts with good single target damage and starts with weak AoE control. Later gets lots of AoE control, but lacks in AoE damage. Mind gets Mass Confusion instead of a pet. Mind has trouble setting AoE containment because it does not have a fast-recharging AoE Containment setter but otherwise has strong AoE control with Hold, Fear, Confuse. Personally, I think Mind is better for a Dom than a controller.

    Electric: Has a mixed bag of control powers with endurance drain, chain knockdown, AoE Immob without knockdown protection, Sleep patch, chain confuse. The sleep patch, in particular, will provide a lot of control. Can be played in melee to take advantage of the PB AoE endurance drain toggle. Low damage, as the two pets provide most of the damage. Elec Control is susceptible to interference from other characters, especially Fire Controllers, as any AoE DoT will mess up the Sleep patch, and any AoE -Knockback will mess up Jolting Chain -- Fire Cages does both.

    Of those three, I'd probably go with Elec/Time.
  21. Local_Man

    Illusion/Time

    Quote:
    Originally Posted by Negate View Post
    You pretty much got it Local. I prefer up front damage myself so If I had to chose I would pick frost breath over Ice Storm for my Ill/Time.
    And that is what I actually did on my Illusion/Cold and my Illusion/Storm. Quick recharge and up front damage made it the best choice. I have tried Ice Storm and find Frost Breath to be better for those characters.

    Ice Storm can be pretty nice on other controllers, however. I have it on my Ice/Storm and a few others where the DoT is not a downside.
  22. Local_Man

    Illusion/Time

    Quote:
    Originally Posted by dazedandconfused View Post
    I don't really know time, however i have several criticisms of your illision build. for starters, why ice mastery? Psionic mastery gives you a clicky staus resist, there is no other choice. second, for holds, Lockdown has incredible defenses, as for fight, thats alot of pts, and barrier is way better, and it doesn't take that long to get a t4 sheild. 1 slot spectral fear, its a great soft control, no reason to slot it, grab confuse, I have it 2 slotted with purple, conatagiouse confusion for aoe and some other purple, probably confuse/recharge/acc or something for the extra end boost. 6 slot flash, you don't even have it, lockdown adds alot to def. 6 slot both your pet lines, and use purples here, they are cheap. I would suggest 4 purps in phantasm and 2 in pa, then go with ex pets, all with recharge, you can get 3 however with enough recharge and spiritual that will perma pa. The extra, i would use for acc/dmg.
    There are several good reasons to take Ice Mastery. First, as Carnifax mentioned, Illusion doesn't really need mez protection as much as other controllers since PA will pull the aggro. Plus, we now have the option of Clarion in your Destiny slot for mez protection.

    Second, Ice Blast is much better than Psi Blast. It is faster. Psi damage is highly resisted in late game by certain types of foes and since Illusion already does a lot of Psi damage, a different damage type is very helpful against Psi-resistant foes. Ice, on the other hand, is very rarely resisted and most Fire-type foes are actually weak to it. Plus, Ice Blast is faster than Psi Blast. Ice works better in the Blind-SW-Blast-SW attack chain. Fire is the other one that works best.

    Third, Hibernate. Hibernate is a wonderful "panic button" power that has saved me from a faceplant many, many times. Psi has nothing to compare.

    Fourth, Defense vs Resist Shield. If you are concerned about building Defense, the S/L Defense from Ice Shield is better than the resistance-based shield in Psi. Of course, you can use Ice Shield to slot those valuable defense-based IOs.

    Fifth, Up-front damage. Psi Tornado is all DoT and slow to activate. Frost Breath is all up-front damage, actives fairly quickly and recharges pretty quickly. Ice Storm is a DoT Area attack, which some people like, but up-front damage is better for killing foes quickly to take advantage of Illusory Damage. (Fireball is even better, however.) Because Illusory damage heals back after a few seconds, you want to try to kill foes before the heal-back so that you can keep that extra damage. Damage Over Time powers take too long.

    How is that for reasons to take Ice over Psi?
  23. Quote:
    Originally Posted by Chrome_Family View Post
    I agree with all this, espically turing Propel into a AOE.. I think Dimension Shift needs to be reworked all together.. maybe turn that to a AOE Propel and keep single target propel for only small items to toss (Lamps, etc) and big stuff (Cars, statues, etc) for the AOE propel

    That would be within the theme.. then again I am biased I hate dimension shift as is currently.
    I agree about Dimension Shift . . . Every time I have tried an Intangibility power, I have hated it.

    I always thought that Propel should be a narrow cone. Think about it logically. If a big object appears near the caster and then travels to hit a foe at a particular spot, wouldn't it hit other foes in its path along the way? And then that would justify its long cast time.
  24. Well, there are a few problems with the new build. Especially your slotting for Choking Cloud. This power needs to be slotted to the ED cap for Hold due to the unique nature of how the power works. (My Illusion/Rad guide explains it.) You need to 6-slot Choking Cloud and cap Hold, and put as much EndRdx in there as well. The hold pulses happen every 5 seconds, and the hold lasts 7.45 seconds with no slotting. With capped slotting, those pulses last nearly 15 seconds, or through 3 pulses. With less than full slotting (95%), it will only last through 1 or 2 pulses. It needs to be slotted for Hold and EndRdx first, then procs only if you have room.

    Since I-18, Fly is at Flightspeed cap with no enhancement whatsoever. It is a complete waste to slot Fly with Flightspeed. Flightspeed in Swift is wasted, too, except for Hover. I haven't tried Afterburner yet, but I question whether Flightspeed is doing anything there. On my two Fire/Rads, I went with Super Speed instead. Since I spend all my time in melee, I don't really see a benefit to Fly . . . if I need to get up and over something, the Raptor Pack works great. Hoverblasting works great for a blaster or other ranged character (I do that on my Ill/Rad), but not a Fire/Rad who has to be in close for Hot Feet and Choking Cloud. Another huge advantage of Super Speed -- throw in a Celerity Stealth for full Invisibility. No need for Smoke (which I don't particularly like). Plus, you have two extra power picks when you replace Hover/Fly/Afterburner with Super Speed. (Combat Jumping is a good choice for the Immob protection and another place for some handy IOs. IW does not have Immob protection, and getting Immobed when you need to run into melee sucks.)

    I'm not a huge fan of the Resist (or Defense) procs for Fire Imps. Why? Those little buggers run all over the place, usually outside of the range of the proc. Plus, they have no base resist to build on. I love those procs for Earth's Rocky or Grav's Singy both of which have high resistance, but you just don't get much benefit on Imps.

    Just for comparison, here is my build. I don't have the expensive purple damage sets, which would be a nice addition. But this build performs very well, as was designed to work well with other Fire/Rads while being able to solo.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Pyrophore: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(27), HO:Nucle(29), Dmg-I(29)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(21), GravAnch-Immob/EndRdx(23), GravAnch-Hold%(25), Posi-Dam%(25)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(17), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(33)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitDeb/Rchg(36)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(11), HO:Nucle(11), EndRdx-I(15)
    Level 10: Super Speed -- Clrty-Stlth(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-ToHitDeb%(17)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), EoCur-Acc/Hold/Rchg(43)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Air Superiority -- HO:Nucle(A)
    Level 24: Mutation -- RechRdx-I(A)
    Level 26: Bonfire -- Det'tn-Dmg/Rchg(A)
    Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34), Lock-%Hold(36), EndRdx-I(36)
    Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(33)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), S'bndAl-Dmg/Rchg(48), S'bndAl-Build%(48)
    Level 35: Fallout -- HO:Nucle(A)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), HO:Membr(42)
    Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
    Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(50), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Mental Blast -- HO:Nucle(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Containment
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(40), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  25. Personally, I think having both Cinders and EM Pulse is a very, very good idea. A Fire/Rad lives in melee. Most of the time, Flashfire+Fire Cages will handle your control and then Cinders can fill in if Flashfire is recharging. Where EM Pulse is great is as a "panic button" power because it activate so fast and holds in a HUGE radius. If you get a big ambush or aggro another group, then EM Pulse is the answer. Or it can be a "boss killer" since Cinders+EM Pulse will easily hold bosses.

    The Lockdown proc in Char is not very effective. Think about it. Char will hold minions and lieutanants on its own, and has a 20% chance to hit a boss. So the proc does nothing on anything other than the 80% of bosses not held by Char. The proc has a 15% chance to hit. If the proc hits a foe already held, it will show the Tesla Cage animation even though it accomplished nothing. Bosses are, what, less than 20% of the population of bad guys? So 80% bosses not held by Char times 15% chance to hold times 20% of population = about 2.4% So, that proc has an effect about 2.4% of the time. Is that worth a slot? I don't think so.

    On the other hand, due to the unique nature of how Choking Cloud works, the Lockdown proc in Choking Cloud is worth it. The problem with the Unbreakable Contstraint set in Choking Cloud is that there isn't enough EndRdx in that set.

    Putting Flightspeed in Swift is wasted . . . Fly is already at flightspeed cap. Use Runspeed instead.