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Quote:The -speed cap is 90%.I got one to lvl 14 so far. I like the synergy thus far but I have never played controllers (just doms) so if anyone else has more input that would be awesome. What is the -SPD % cap? I'm curious if this set will have any merit on teams in pvp too..
If you have never played a controller before, I generally don't recommend Gravity . . . it is not exactly the best control set. It has poor AoE control since Wormhole is really a situational power. It has good single target damage . . . as long as you have a long time to apply it . . . on teams, Gravity is really lacking.
I played my Grav/Storm mostly solo and finally got him up to 50. I enjoyed the character, but don't plan on doing another Gravity Controller unless Traps is proliferated. -
Well, this build has great Defense, but does not accomplish what I think should be the main goal of an Illusion Controller -- Perma PA. With Perma PA, you don't need defense because the PA are drawing the focus of the foes. Your main focus for slotting should be to get your Recharge up over 205%. (My Ill/Rad/Fire and Ill/TA/Fire have no defense at all. My Ill/Storm/Ice and Ill/Cold/Ice only have a little.)
You skipped Deceive and Flash, two of the important control powers. Deceive in particular is amazingly useful for taking out problem foes before the fight starts. Any Illusion build that does not include Deceive is an immediate fail in my book. I took Flash on all of my Illusion controllers except for Ill/TA, who has a ranged AoE Hold from Trick Arrow.
I suggest you take a look at the Illusion and strategy sections of my Illusion/Rad guide, linked in my sig.
If you six-slot Spectral Wounds to fit in the Chance for Build Up proc, it will boost your damage a fair amount . . . I use SW very, very often as part of my standard attack chain, Blind-SW-Blast-SW. As a result, that proc has a lot of chances to hit.
Time Crawl: 6-slotting Pacing of the Turtle? Maybe if you were going for Ranged Defense (and Recharge should be more important), but for the most part, you should use those slots somewhere else. Slow enhancements only affect Run Speed and nothing else. The slow sets have poor Recharge, and what you need most is Accuracy and Recharge.
Blind is your main power to set up Containment for Blind-SW-Blast-SW, and yet you only have 36% accuracy. Plus, Blind does some decent damage. Consider adding two slots for an Acc/Dam Hami-O and a common Damage.
Time's Juncture: Is that proc really worth a slot? 20% chance of a 20% Recharge debuff? so if a foe's attack recharges in 10 seconds, you have a 20% chance to delay that attack by 2 seconds? You have better things to do with slots.
Superior Invis: With no EndRdx, you won't be able to run SI unless you aren't running anything else. (Look at your Recovery and End Use in Mids, and then turn on SI. SI will use up almost all of your Recovery!) I generally have it slotted with 5 Red Fortunes to cap the EndRdx and get an extra 5% Recharge. That way, I can run SI almost all the time. Of course, the 5 Red Fortunes add defense, even if half of the defense suppresses when you attack or hit a glowie.
Fighting Pool: I'm not a fan of the Fighting Pool on an Illusion Controller, but that's because I'm not a fan of slotting for Defense at the expense of control powers. I would rather take 3 control or other situational powers.
Distortion Field: I'm not convinced that slotting Dist Field for Hold is a good idea. It may be that 2 Recharge is enough slotting. But I don't have enough experience with the power to really have a well-formed opinion yet. Slotting it up for procs might be interesting.
Phantom Army: PA needs to be slotted for capped Recharge and Damage, decent accuracy. The slotting I use is 4 Expeidant Reinforcement (leave out the proc and the Dam/End), and then Dam/Rech and Chance for Build Up from the purple Soulbound set. This is, by far, the most important power in the Illusion set and needs to be up as much as possible. The goal is to get this to Recharge in under 60 seconds.
Slowed Response: Again, I'm not convinced that slotting this for Defense Debuff is all that beneficial. It may just need Acc and Recharge. The Resist debuff is far more important. I think I will probably throw damage procs into it.
You skipped the single most important power in your Ice APP: Ice Blast. Take a look at my Ill/Rad guide for the explanation of how important it is to have that great single target attack chain of Blind-SW-Blast-SW. It allows you to not only have a fast attack chain to kill single enemies faster, but it also allows you to get a lot more benefit from Illusory Damage, substantially increasing your damage. Also, I prefer Frost Breath over Ice Storm, because it has fast, up-front damage. The DoT from Ice Storm won't help you take advantage of Illusory Damage.
My Ill/Rad guide explains the Illusory damage advantages, which will increase your damage substantially. -
Quote:It is not a whole lot . . . because I don't really focus on Defense. Most of the time, I don't need it since PA and Phanty are drawing the aggro. I'm in that odd camp who feels that most Controllers, and especially Illusion controllers, don't need to focus on Defense. I have the shield because it is a nice place for a Luck of the Gambler set, and because often teammates have one power or another that stacks defense up to significant levels as long as I have a base. So the Ice Shield provides that base without having to re-slot everything for capped defense.Local,
Isnt the defense on your ice shields a bit skimpy? I guess it is fine tho.
Lewis
Frankly, I don't mind faceplanting every now and then. When you have too much defense, the game gets a bit boring with no risk. Without huge amounts of defense, I have to be careful of dangerous situations and use strategy. That part is fun to me. -
When building a Gravity controller, there are a few things to keep in mind:
1. Crush does more damage than Lift AND it sets up Containment. Since GD will miss every now and then, Crush's Containment is very nice to have. The best single target attack chain is GD-Crush-(Propel or Lift).
2. Propel does a LOT more damage than Lift, and that damage is significant when doubled by Containment. But Propel's slow animation means that on larger teams, the targetted foe is sometimes killed by a teammate before Propel hits. Propel is much better solo and on small teams. Lift may be better for larger teams to avoid "necroblasting" (hitting something already dead), but in general, I prefer the GD-Crush-Propel attack chain because of the huge amount of damage it does. I would only go with Lift if I was only going to play on large teams. Besides, Propel looks cool.
3. Crushing Field, like all AoE Immobs other than Roots, does pretty poor damage. You will get more damage by slotting procs than slotting the power for damage. For example, 5 Posi-blast (not the proc), does about 18 damage. 4 Trap of the Hunter (including the proc) plus the Posi-Blast proc does about 34 damage on average.
and a few other comments based upon my preferences:
4. Teleport+Hover is viable for travel, even if it is a bit of a pain for shorter distances. However, if you aren't using Hover to hold a LotG Recharge or other useful IO, why not use the Raptor Pack instead and save a power choice? And if you aren't stuck on Teleport, consider Super Speed with a Celerity Stealth slotted in it for full invisibility. That invis makes it far easier to lead Singy into battle to be your tank.
5. Putting one or both of the +10% Resistance procs in Singularity will increase its survival quite a bit. Use 4 Expediant Reinforcement, the Sovereign Right proc and an Acc/Dam Hami-O to finish it out . . . or you could use a Dam/Mez Hami-O since Singy has a lot of control powers.
6. I'm not sure that the Baz Gaze set is a great idea for Distortion Field. Use that set in GD, with an Acc/Dam Hami-O and a common Damage to finish it out. Putting procs in Dist. Field looks like it should be pretty good. -
Jolting Chain has some uses even in the upper levels . . . like against Nemesis, who resist confuse. Or if Synaptic Overload misses. Or if you have teammates who insist on using DoT powers that mess up your Sleep Patch . . . but often those teammates also have AoE Immobs which have -Knockback (like Fire Controllers).
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Quote:The goal with an Illusion controller is to get enough Recharge to get (or get as close as possible to) Perma-PA. You need something over 203% Recharge. Hasten takes care of 70%, but you have to make up the rest from sets. An Ill/Rad gets an extra 30% from AM, but Ill/Cold doesn't get that. So, you can certainly get a lot of recharge from 5 LotG Recharge and other IO sets, but it will be difficult (or impossible) to get fully to Perma-PA without using purple sets. You run into the limitations created by the "Rule of 5."any middle of the road builds price-wise? I guess that mostly means no purples. with the sig arc merits I can actually afford the LoTGs
I just started an Ill/Cold on a whim, I think I want lots of recharge and S/L defense, or possibly ranged defense if it's easier to achieve, but at lvl15 I haven't yet fully started to figure out how to play with all the toys it offers.
Start out with the purple confuse set, Coercive Persuation. It is usually the second cheapest purple set (after the sleep set). Not only do you get 10% Recharge for 5, but you also free up a slot for another 6.25% Recharge set in another power. Without any other purples, you can get close to Perma-PA, especially with the Recharge boosts from Incarnate powers. -
I'm a big fan of Bonfire . . . when used properly. It is a very situational power and I find that it is not needed the vast majority of the time. Folks who use it a lot often don't realize how disruptive it can be, because they don't know what other characters were planning. I only use it mostly as a barrier and to protect squishy teammates when I see that they need protection and not as a regular practice. Why? because sometimes those teammates may want to lure in foes for some purpose.
Most of the folks I see who use Bonfire a lot, use it too much. When used too much, Bonfire can be disruptive. I was on a team recently . . . I was on my Ice/Storm, and we had a Fire/Emp throwing around Bonfire a bunch. My Ice/Storm is more of a melee controller who prefers to be close to the foes. Unfortunately, the Bonfire often disrupted my ability to use my Arctic Air and would sometimes interfere with my Ice Slick (of course, his Fire Cages was doing that, too). I didn't say anything, but it disrupted my ability to use my controls.
It could be that your teammate has run into too many people who use the power improperly, and was assuming that you would too. It could be that your teammate was a buffoon who is not considerate of others wanting to use their powers effectively. I think you pulled the trigger a little too fast. By quitting, you made the other teammates miss out on your contributions, and you missed an opportunity to educate someone. Show him how the power can be used properly. If he's still a jerk, you could quit when he proves it after giving him a little bit more of a chance to see that he's wrong. -
Avatea & Company, Thanks for listening to our concerns about the AT specific forums. I spend most of my time there and would hate to see that area consolidated. All of the announced changes are fine with me.
I would think that the issue a few folks have brought up, regarding recruitment across servers, is rare enough that probably a stickied thread in one of the general forums like City Life would be sufficient. -
Quote:Freezing Rain and Sleet both do very, very small amounts of damage . . . although you see a bunch of "-1" on the screen, those are actually about 0.3 damage. It is not worth slotting damage because even doubled, the 0.3 would only be 0.6.I have always wondered if adding damage enhancements to caltrops and other rain powers actually does anything at all. I have gone up to 120%+ including Alpha musculature and it still ticks for 2 each time. And I don't see it last longer because of damage or tick faster.
Does damage do anything or is the only way to get more damage to put in a proc?
I recently slotted Sleet in my Illusion/Cold with 2 Recharge and the Achilles Heel Resist Debuff proc, Posi Blast proc, Lady Grey proc and Impeaded Swiftness proc. It adds a fair amount of damage over a large area. Procs add a LOT more damage than slotting the power for damage. -
<Sigh> You know, folks, that you really, really don't have to soft-cap an Illusion Controller. Let PA and Phanty draw the aggro, stay invisible and focus on taking out single targets with the fast Blind-SW-Blast-SW attack chain, and you don't have to worry about any defense. Fireball is great . . . as long as PA have aggro first. But Fireblast is far more important.
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I think part of it is the overall concept. Ice or Rock or entangling plants that would Immobilize someone would also prevent them from being knocked back. Electrical impulses might prevent a foe from running, but would not prevent knockback. Gravity and Fire could go either way.
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Didn't need fixing -- Notice that I said, "To me, . . . "
And furthermore I don't agree. It is quite easy to play a MM by buffing up the pets, setting them on Bodyguard, and then aggro stuff to let the pets wipe them out. I agree Warshades are fun and more strategic than the usual damage AT, but once you get to high levels, there's a lot of "Eclipse-Mire-kill stuff." -
An argument could be made for any of the APP sets. It really depends on your playstyle.
Ice would be worth considering, especially if you want some S/L defense from Ice Shield and you stay more at range. Two AoE Attacks including a cone. A fast single target attack. And Hibernate, a wonderful "panic button" power that has saved me from faceplants time and time again. Think of it as Frozen Time.
If you plan to spend a lot of time in melee, then Earth's Seismic Smash makes up for Plant's lack of single target damage, and throws in a hold, too. Rock Armor is ugly but has the best S/L numbers. Fissure recharges more quickly than other AoEs but has a very short range. And the heal/HP boost can be a lifesaver. -
Just a couple of little things I noticed:
In Baz Gaze, why use the proc? Isn't it kind of useless when a foe is held? You would do better providing better enhancement for the power itself by using one of the other Baz Gaze IOs.
If you are at level 50 and you can possibly afford it, get 5 of the Coercive Persuasion set in Deceive. The proc is wonderful. Just leave out the pure Confuse one. That also frees up a 6.25% Recharge slot from the "rule of 5."
Fly is a Flight Speed cap without any Flight speed enhancement. That Flight Speed should be changed to EndRdx or a Zephyr -knockback.
At level 50, you can save a slot in Phantasm by using 4 Expediant Reinforcement (all the ones with Damage) and an Acc/Dam Hami-O. You could also replace the Acc/Dam in Blind with a Hami-O.
And the biggest problem I see -- no fast single target blast from the APP. Primal's Blast is OK, but I'm not all that impressed with Primal for an Illusion Controller. I prefer Fire or Ice. In any event, getting an attack chain of Blind-SW-Blast-SW will hugely increase your overall damage because by killing single targets faster, you will prevent heal-back from the Illusory Damage. See my Ill/Rad guide for an explanation. -
To me, Controllers are more strategic than any other AT, and that's why I like them. All the other ATs have a powerset specifically designed for damage . . . and then ends up as some kind of set up leading to the same attack chain over and over. Controllers have to do more to adjust to the circumstances, adjust to the team, adjust to the terrain and adjust to the objectives.
Plus, Controllers have a huge variety of strategies. How you play an Earth/Storm is very, very different than how you play an Ill/Rad or a Mind/FF. With the damage ATs, it is pretty much just the same flow of damage, damage, damage. -
Quote:I have to echo the many folks who oppose lumping several ATs together. I spend a lot of time on the Controller forums. Controllers don't play anything like Defenders or Corrupters. Controllers don't play anything like Dominators. Controllers are unique, and it would only be confusing to lump them in with others. And Masterminds are so different than any other AT that it would be confusing to combine them with any other group.While I certainly appreciate your viewpoint:
What if we provided guidelines so that posts were easily identifiable within each forum?
I don't particularly view it as pigeonholing, simply as...well...simplifying. There's a rather large amount of forums to sift through here on our boards, and to a new, or even veteran player who hasn't spent time on the forums, it's a bit confusing.
Forums should be easy to understand at a glance.
I could maybe see putting Corrupters and Defenders together. I could see putting Brutes and Scrappers together, but Tanks have a different focus than Brutes and Scrappers. All the other ATs are too unique to be lumped in together.
To further illustrate why Controllers are unique:
Quote:This is what I have to far as a way to reduce clutter. I know vBulletin can handle this, as most other forums. You can consolidate all forums to make it easier to get through. Also, the CSS is another reason that the site looks so bloated. Have someone tinker around with the values of cell and table sizes. Also, font size is a killer too.
You can keep all the existing forums, just have them available inside each parent category instead of bloating the frontpage.
You have Controllers in three categories! Controllers fit into three different categories . . . but not all of them, as Mind Controllers have no pets. Where the heck are folks supposed to go for advice on Controllers under this suggestion? Three different forums? -
Quote:The problem with your testing criteria is that killing minions and lieutenants is NOT a trivial activity in the game. Minions and lieutenants make up the vast majority of the foes you deal with. Your testing was designed to ignore one of Illusion's main strengths, Illusory Damage. I consider this to be similar to testing on foes who have Fire Resistance . . . obviously, Fire Control would suffer in that case. By choosing only bosses with high hit points, your test is excluding Illusory damage and thus removing a substantial amount of Illusion's damage.It's an unsubstaniated claim because it hasn't been tested. I have no doubts that Illusion can kill low level minions quickly. _Everything_ can kill low level minions quickly. But to determine if Illusion is substantially better at it than other sets, you need to test.
It's a test that I'm not going to do because I consider it a trivial activity. But others are free to run those tests if they wish.
There were other problems with your testing. Your slotting for PA was 3 Recharge, 2 Damage and NO ACCURACY. Standard SO slotting would be to 6 slot it with 3 Recharge, 2 Damage, 1 Accuracy . . . but that is aimed for a very small improvement on Recharge over damage. I seem to recall someone a long time ago tested PA with different slotting, and his finding were that 2 Recharge, 3 Damage, 1 Acc was optimal for maximizing damage. On the other hand, PA are often distracted away from the boss by other foes (those trivial minions and lieutenants), so by excluding the low level foes, you are actually increasing the damage done by PA to some degree. (This is one of several reasons I recommend killing the minions and lieutenants first for Illusion controllers -- so PA will focus on the tougher foes. It is also another reason why Illusion's ability to kill them quickly is not "trivial.")
I haven't tried to do my own testing for several reasons . . . I wouldn't be able to reproduce your specific tests since I don't have access to every detail you used to create your tests. Also, frankly, I find testing to be tedious. I do enough tedious stuff at work. But just because I haven't spent hours and hours creating my own test that would allow for Illusory damage to have an effect does not mean that my criticism is invalid. I pointed out a flaw in your tests which very likely skewed the results. You refuse to acknowledge my point by calling it "trivial" even though the huge majority of the game involves killing minions and lieutenants.
And Illusion kills those low level foes much faster than most controllers. Mind and Gravity have substantial single-target damage, but their attack chains are slower. Fire and Plant are great at killing larger spawns, but take just about the same amount of time to kill small groups of 2 minion, 1 Lieutenant as a large group and have problems with ambushes. I bet that if a valid form of testing could be found for killing off minions and lieutenants, Illusion would be shown to kill those kinds of small groups much faster than the low damage controllers (Ice, Earth and Electric), and probably faster than most or maybe all of the others.
You shouldn't make a general conclusion based upon a limited test that skews the results against one of your test subjects. -
Quote:You have a few options depending upon what you want for bonuses. If you have room for a 6.25% Recharge, then I suggest 4 Expediant Reinforcement, including the 10% Resist proc, the Sovereign Right 10% Resist proc and then you have a few options for that last slot . . . an Acc/Dam Hami-O will cap damage and give better Acc. However, you could go with an Acc/Dam/End from Blood Mandate.I have an Earth/Time troller (level 37) and I was wondering how best to slot Stoney aside from getting the 2 +res uniques for him. Does endredux work to reduce the endcosts of his attacks? Will that apply with acc/dmg/end IOs, too?
Or you could go with 4 purple Soulbound and the two procs if you want Regen and a 4% damage bonus.
Personally, I don't worry about Rocky's endurance. He's more important as a tank. I've never tested whether EndRdx slotted in the power affects his attacks. -
I tried several times to find a Gravity controller I could play past the low levels. I finally found one in Grav/Storm mostly because of the synergy with Freezing Rain. Gravity's AoE Immob does not have -knockback (similar to Electric). As a result, Crushing Field+Freezing Rain became an immobile knockdown field. That was enough to get me to 26 and 32. Hurricane was also a HUGE help, letting me debuff the ToHit on a group of foes while I use Grav Dist-Crush-Propel to take down foes one at a time. Once I got Singy to tank for me, Singy and I could play foe-pinball with his repel and my Hurricane. I was able to mostly solo my Grav/Storm up to 50.
Sadly, Cold doesn't get its version of Freezing Rain (Sleet) until level 35. The other powers are great for many control sets, but really don't add all that much to Gravity. Crushing Field+the -Recharge in Show Storm would help reduce attacks on you, but other than that, you don't have much. If you choose to stick with it, you will probably do best to try to stay on teams. In Grav, skip Dimension Shift (I hate intangible powers). Propel is good for solo, but on teams Propel is so slow that you often end up hitting things that have just been killed by a teammate. (I call this "necroblasting.") Crush actually does more damage than Lift, so I would suggest taking GD, Crush and either Lift or Propel. Crushing Field is the AoE Immob, and GDF is the AoE hold. Wormhole is a fun but situational power (when it should be an "every group" type power). Singularity makes a HUGE difference in the character -- slot Singy with the Resist procs to make him even tougher. -
Quote:Thinking of making an Ill/Kin-troller and wondering what the benefits are...my thoughts (Geared towards a lvl 50 character) are that I would have an invisible, high Defense character, with indestructible pets running around most of the time. Is this thinking correct?
What I'd like are descriptions of what people are able to do w/ their Ill/Kins. Is it your favorite toon? Is it solo geared, or friend geared?
Thanks for the read.
Also, if you feel the urge, you can post your build here. Builds that have 200 purples and cost $7Gazillion Inf will be summarily overlooked.
Tourettes
Illusion/Kinetics is a combo of two great sets . . . that have some synergy problems together. Illusion is a great primary that is strong on single target damage and control through distraction. Kinetics, of course, is wonderful for buffing the damage done by yourself and your team. One big benefit is Siphon Speed. As long as you have foes to siphon from, Siphon Speed helps the Recharge on Phantom Army -- and PA is the most important power in Illusion. By stacking Siphon Speed you can get a larger Recharge buff than Radiation's AM.
However, Illusion is really best as a ranged set. Phantom Army draw the aggro of the foes so that the foes use their attacks, including AoE attacks, on PA. As long as the Illusionist is at range, the AoE's are not a problem. Illusion does have one PB AoE control power (Flash), but everything else is ranged. Additionally, Illusion's Tier 9 pet, Phantasm, loves to knockback any foes who get near "the master." This can be a problem in melee, but works great from range.
Kinetics, on the other hand, pushes you into melee to receive the benefits of Transfusion, Transference and Fulcrum Shift. Going into melee exposes you to the AoE attacks of the foes and makes Phantasm a constant source of frustration -- just at you choose a nearby foe for Transfusion or Transference, Phanty sends that foe flying back just as you hit the powers so that the buff completely misses you. Some Ill/Kins simply don't use Phantasm most of the time due to this problem. Also, PA cannot be buffed by anything other than enhancements in the power itself, so they will miss out on your great Damage buffs from Siphon Power and Fulcrum Shift, and the other great buffs from Speed Boost and ID. Phantasm can benefit from these buffs . . . but getting Phanty close enough to get Fulcrum Shift can be a huge problem when Phanty keeps knocking foes back.
Other secondaries have Resistance and/or Defense debuffs to help PA do more damage or hit more often. Kinetics lacks these important debuffs that can be found in Rad, TA, Cold, Time, Thermal, and even Sonic and Poison.
Still, many folks love the combo of Illusion and Kinetics. Any Illusion Controller can solo decently and can contribute to teams. Any well-played */Kinetics character will provide a huge benefit to teams. In my opinion, Illusion works best with Rad, TA, Storm, Cold and Time. Illusion/Emp is good if you want a battlefield healer, but Emp also lacks the debuffs. Kinetics works best with primaries that work best in or near melee like Fire, Ice, Elec, Plant. Fire and Plant in particular are good due to a lot of AoE damage which, when buffed by Fulcrum Shift, become huge.
(I have an Ill/Kin, but he is kind of stalled because I generally grab one of my other Illusion controllers or one of my other */Kinetics controllers when I want to play those sets. I have Ill/Rad, Ill/Storm, Ill/TA and Ill/Cold, Plant/Kin all at 50, with my Fire/Kin at 45.) -
As for Shiver: I didn't have it leveling up, and it certainly isn't needed. However, now that I added it in after inherent Stamina was added, I find that I use it more than Snow Storm. It is easy to use, and provides a huge ranged Slow and -Recharge.
Often in large groups, I will jump in with the melee guys, and then blow Shiver at the next group who was just aggroed as they run towards us. The other group slows to a crawl and I focus on taking down the foes around me. By the time the other group reaches us, the foes around us are down. Then I can use the same trick on the next group. You could do the same trick with Snow Storm, but I find that Snow Storm takes longer to set up than a quick blow from Shiver. -
Just for comparison, here is the build I'm working on. This is a build capable of playing solo, but also works well on teams. I am close but not quite at Perma Hasten but have perma EE. I could have, with a few small changes, made this build with Rock Armor and about 41.9% Defense that could easily hit the Softcap if I wanted to sacrifice a little bit. But I prefer my controllers to focus on Control, and use Control in place of Defense.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice-Storm: Level 50 Technology Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(15), HO:Nucle(25), Dmg-I(29)
Level 1: Gale -- Acc-I(A)
Level 2: Chilblain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(25)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), Mlais-Dam%(9), Mlais-EndRdx/Conf(13), EndRdx-I(21)
Level 8: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(46)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
Level 14: Fly -- Frbd-Stlth(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Posi-Dam%(17), Achilles-ResDeb%(37), LdyGrey-%Dam(37), ImpSwft-Dam%(40)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/EndRdx(23), DarkWD-Rchg/EndRdx(23)
Level 22: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(34)
Level 24: Shiver -- Acc-I(A)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(34), HO:Endo(46)
Level 28: Frostbite -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(29), TotHntr-Acc/EndRdx(31), TotHntr-Dam%(31)
Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(31)
Level 32: Jack Frost -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), EndRdx-I(37)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(48)
Level 47: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Dct'dW-Rchg(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(11), EndMod-I(11)
Level 4: Ninja Run
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 4.5% Max End
- 88.8% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 4% Enhancement(Confused)
- 5% Enhancement(Immobilize)
- 5% FlySpeed
- 91.6 HP (9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 14.9%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 18% (0.3 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 5% RunSpeed
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I completely missed that the build was lacking Arctic Air and Shiver. I agree that Arctic Air is a defining power of an Ice Controller, and it should be 6 slotted for EndRdx and Confuse. Once you hit level 50, the Contagious Confusion proc almost seems to double the effectiveness of the power.
However, AA requires a melee playstyle. If you want to stay at range, then Shiver is a good alternative. But one or the other should be taken. There are a lot of other powers I would skip before one of the AoE Slow powers. Leveling up, my Ice/Storm used AA and Snow Storm. Once we got inherent Stamina, I also added Shiver . . . now I use all three to slow everything in range to a crawl.
My Ice/Storm is not built for Defense. He is more designed to provide team support by letting the Tank and other melee guys grab aggro, and then run in to reduce damage and control. I'm pretty happy with that playstyle. You don't have to have a mega-mega defense/resistance/tankmage build. I have tried both the Earth and Ice APPs on him. I used Ice until the Incarnate stuff came along, and now that I have Cardiac in my Alpha Slot, I am trying Earth for the great heal and better melee attacks. With my playstyle, I don't need Indomidible Will . . . I get mezzed once in a while, but it is pretty rare and I can usually deal with it with a break free. If I ever get there, I'll probably take Clarion for the Destiny Slot. -
Quote:Take a look at my Ill/Rad guide, linked in my sig. It has a strategy section about Choosing Your Anchor.I made elec/rad. It's only lvl10 or so but I'm starting to think elec/time might be better. Everyone kills the anchors first. Every time.
Electric is a low damage controller, but it certainly lets you be in melee. However, you really don't feel the full benefit of Choking Cloud until fairly late in the build, so at level 10, you really don't know how good it can be. Electric/Time should be a good combo for Draining/Debuffing/Slowing/Sleeping/Confusing.
Ice/Time might also be a good combo with both toggles coming early, but again with low damage and tough on endurance. -
Quote:There will probably be as many opinions as there are posts. Everyone has their favorites, and quite a few controllers would work very well for the purposes you indicated.I am coming back to the game form a 2 year absense. I am going to be playing on a team with 4 people (perhaps 5) on a regular basis. These are all first time COH players. I was initially going to build a Dominator, but for the criteria I mentioned they said a controller would be a better fit.
My question is on a small team of 4-5 players (including myself), which combo would be the best fit. The team-mates will be playing blaters and scrappers more than likely. I want to be able to debuff/buff, lockdown and heal. Damage wouldnt hurt either to help them out, but if they can pump out enough, it may not be necessary. After a bit of research since I have never played a controller before (my exp. has been with blasters and scrappers) Here is what I am leaning toward:
Fire/Time
Earth/Time
Plant/Time
---or----
Fire/Storm
Earth/Storm
Plant/Storm
What would be the best combo out of those for a smaller team of primarily offensive builds?
Deacon gave a short summary of a few sets, but I'm not sure there was enough information there. I'll give you my somewhat more longwinded version:
Time is a brand new secondary, and while many people have opinions that it should be very powerful, only a few people in the Beta have played it a bunch, and they tend to be the "power players." It certainly has some appeal for a melee-oriented set with the large ToHit Debuff toggle. And it has some ally-only powers, an odd heal and some other neat stuff. Most of us are only guessing on whether it has great synergy with the control sets.
Fire Control: The key powers are -- Char, Fire Cages, Hot Feet, Flashfire, Cinders and Fire Imps. Ring of Fire, Smoke and Bonfire are optional depending upon your playstyle. Personally, I like Bonfire and have found the others skippable. Fire is the highest damage controller, and is a set that puts you in melee in order to take advantage of Hot Feet. It relies heavily on Flashfire's stun, so while that is recharging, you may have a problem with new foes. It is an offensive, more aggressive controller that fits many people's playstyle. Fire pairs wonderfully with Kinetics and Radiation. (I have two Fire/Rads at 50 and a Fire/Kin at 45.) Fire/Storm is very powerful but one of the most endurance draining builds in the game. Fire/Time looks interesting on paper, but I don't have experience with it. With your team of New player Blasters and Scrappers? I would suggest something less offensive as they should be providing the offense. Your goal should be to let your buddies have fun doing what they do best, rather than stealing the damage from them.
Earth Control is one of my favorites -- I wrote a guide on Earth/Rad, and also have an Earth/Storm at 50 as one of my favorite characters. Earth is the best ranged AoE control set in the game, but trades that great AoE control for low damage. The only optional powers are Stone Prison and Salt Crystals. One of the best parts of Earth Control is not only the great AoE control, but also the Defense Debuff helps teammates hit more reliably with less worry about slotting heavily for accuracy. Use Quicksand a LOT, for both the slow and Defense Debuff. There are three main AoE control options -- Stalagmites+Stone Cages (+Quicksand), Earthquake (+Quicksand), and Volcanic Gasses (+Quicksand). Those are three different types of AoE control, so you can handle any situation. Earth goes very well with Radiation and Storm, and goes pretty well with the other secondaries, too. For a team of newbie Blasters and Scrappers, Earth Control would be outstanding. Earth can keep groups in one place, controlled, while teammates beat up on them. It is also visually impressive. The pet will also fill a gap in your team make-up, as Rocky can act as a tank for your little group.
Plant is a popular control set for good reason. It has the second highest damage after Fire, and has better control that becomes available in low levels. It is easier to level up than a Fire Controller. However, it is a bit of a "one-trick pony" that relies heavily on Seeds of Confusion. Once you have thrown the Seeds cone, you have a lack of control until Seeds recharges. The damage comes from a combination of Roots (The AoE Immob does twice the damage of the AoE Immob in other control sets.) and Carrion Creepers, a unique power that does damage, some control and some distraction and follows you around a bit. Visually, Plant is fun and has the most fun looking pet. For a team of newbie Blasters and Scrappers? I would rank it better than Fire, but not better than Earth. In your situation of newbie players playing offensive characters, you need more control than offense. Plant does great on the initial group, but until you can load up on a lot of Recharge, you may have to wait around for Seeds to Recharge.
Illusion is my favorite control set, and it would work well for your team . . . once you hit 18. Your team is lacking a Tank, and Illusion's Phantom Army would provide that. My favorite character in the game is my Ill/Rad, with Ill/Cold and Ill/Storm pretty close. Illusion is lacking in AoE control, however, so while it would work well, it may not be ideal for your little group. Illusion is ideal as a second controller on a team, however.
Ice Control would work well, but it is a low damage, melee-oriented set. Mind has lots of AoE control, but not until late in the build. Electric provides good AoE control with low damage . . . but lots of Damage over Time is a problem for Electric Control -- it would depend upon the powersets of your teammates to determine if Electric would be a great set for you. Gravity? It has pretty poor AoE control -- better as a solo controller in my opinion.
As for Secondaries other than Time, Rad works with everything, is very flexible and provides a lot of benefits for teams as well as solo. Kinetics mostly puts you in melee and is very, very busy to play, but will substantially help the team kill stuff faster. Kinetics is very offensive-focused, and lacks much in the defensive end. Storm is a great and variable set of powers, as well as being visually impressive. It is a challenge, however, to learn how to limit the knockback and use it to benefit the team -- a badly played Stormie is more of a liability than a help because he can scatter foes all over the place. Other secondaries have their benefits . . . Therm is a nice combo of buffs and debuffs with heals and Resistance Shields. Cold adds a lot of Defense and Resistance Debuffs -- it is late blooming but very powerful for taking down tough targets. Empathy is healing and buffs, but no defense or debuffs. Sonic and FF are the least used secondaries for good reason, but they have their uses.
For your team? I would consider an Earth/Rad first. Rad provides a heal, team buffs and a rez. Earth/Storm is a very good choice as long as you can learn how to control the knockback, but its heal is weak, no team buffs and it has no rez power (which might not be a problem for higher level players, but will definitely be useful for a team of newbies). Earth/Time looks like fun, but mine is pretty low level so far. (I rolled up both Ill/Time and Earth/Time, and I may try a Fire/Time.)