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Quote:It would be wasted in Phantasm. Pets do not receive Recharge bonuses, and buffing Recharge to pets has no effect whatsoever. (For example, Speed Boost on a pet will increase its speed and Recovery, but not its Recharge.) And I believe that since the summon Phantasm power itself has no knockback, the proc will not have a chance to proc at summon, either.So I'm wanting to put this in Phantasm but is it like placing it in shield charge and wont work or am I good?
Take a look at my Illusion/Rad guide for some suggested slotting. The link to the guide is in my sig. -
Quote:But "best" and "better" are subjective. If the question was "What power has the best DPE" or something like that, then numbers work. But when you are looking for an overall "best," then playstyle and enjoyment are significant factors in what each person might consider "best." Part of the points I have been trying to make is that the concept of "best" should be broadened to include powersets other than the usual "what does the most damage when you max out everything" discussions.You're confusing objective performance with subjective preference. Things like decent, viable, playable, fun, good, etc. are subjective and vary from player to player. What can be objectively said is whether certain characters perform better than others. Whether or not players chose to make use of that information is up to them, but in a thread titled "Best */Time or Time/*" I expect to have a discussion about the latter and not the former.
Based on my experience, Earth is the "best" AoE control set. On my Earth Controllers, I feel that I'm able to do the things that an outstanding controller can bring to a team, controlling almost all of the foes and providing large debuffs to Defense from my primary, plus all the stuff that my secondary brings. The overall benefit to the team is greater, I feel, than if I brought along a scrapper to a team that already does a lot of damage. Some people love Ice controllers for the melee mitigation they can do. Some folks like Electric Control for the layered approach of Sleep+Confuse+Immob+Knockdown+Endurance Drain.
When I started in this game in Dec. 2004, Controllers were the last of the 5 main archtypes I tried because they didn't do any significant damage. I had no way of knowing that Controllers would become my favorite. Folks need to see that there are a lot of options and that "best" for one person may not be "best" for another. -
Quote:Earthquake controls bosses with knockdown. Volcanic Gasses controls bosses by stacking the holds -- each pseudopet geyser is mag 3 but will stack if the holds overlap as long as the power is slotted for hold duration. (Add Quicksand or Stone Cages to keep the bosses in the patch.) Stone Cages has a 50% chance to immobilize a boss. Stone Prison is Mag 4, with a 20% chance for Mag 5, so it will immobilize a boss in one shot. Fossilize is Mag 3 with a 20% chance to add an extra Mag 1 to hold a boss. Stalagmites has a 20% chance to stun a boss. Salt Crystals has a 50% chance to sleep a boss. Quicksand also affects bosses. All that information is on City of Data.In my experience, cycling flashfire and cinders is enough to handle the things that can be handled by controller AoE mezzes. It takes an extremely fast group - significantly less than 20 seconds from spawn to spawn - to regularly run a well-built fire controller out of controls, so the advantage of Earth here is only really significant when you have to fight multiple spawns at once e.g. ambushes. That said, I would change my opinion on earth if it could be shown to reliably control bosses. My position holds on all other low-damage control sets (Ice, Mind and Grav) until I see evidence that says otherwise.
Is that "reliable?" I would say so, but you may not. My experience with Earth control is that bosses and all other foes are usually controlled reliably by layering controls. Once in a while, a boss gets through, but that's not very frequent.
I have been the only controller on a lot of fast moving, experienced teams going through ITFs and STFs and LGTFs. I have felt that my Earth/Rad or Earth/Storm contributes more to the team than my Fire/Rads (I have two of them at 50 on different servers) or my Plant/Rad. The Plant/Kin, on the other hand, spends most of her time buffing the heck out of the team and not controlling much, but those buffs result in a huge increase in speed. On the ITF, my Ice/Storm provides a huge contribution since the foes in that TF resist most controls other than knockdown and slow, and he has lots of knockdown and slow.
On the other hand, if I stack my Fire/Rad with other Fire/Rads, then the Fire/Rads are amazingly effective.
Quote:Please stop making up rubbish on the spot and falsely attributing it to me (which several other posters have done now).
If my interpretation was wrong, then go ahead and explain what you meant. But don't indicate that I said anything "false" when I was stating my opinion. -
Quote:You may have a super-mega Recharge build, and that's great. That kind of build goes outside of the points I was trying to make, which was that controllers intended for team support can be better for large teams than controllers focused on damage.Hrm... Local, either you're on teams that move significantly faster than the ones I'm used to (and based on the chatter in the ones I'm used to, they move pretty quick according to many people's expectations), or else you're grossly underestimating the amount of recharge I've got stuffed into my build; I often have seeds recharged fast enough to fire twice in a spawn that's even slightly problematic. The only teams that I've had difficulty getting controls off in are ones that are moving so fast that even on my blasters I'd have trouble getting more than one or two attacks off (admittedly, this is a subjective comparison, as I don't dual-box, but the speed is roughly equivalent by feel, at least).
As I said, I'm expecting that my build is something of a weird outlier- I already had so much recharge when Incarnates rolled around that I wound up going Musculature for more damage and the immobilization bonus (since a lot of my damage comes from stuff that would slap non-Rooted mobs all over the map), for example- and my playstyle is also a bit odd by all accounts, but I would contend that it is possible to have a high-damage controller that doesn't sacrifice dramatically in control.
But there are a few times when you may not have enough control on a Plant Controller . . . like when the group is too spread out to be caught in your Seeds cone, or a fight where there are lots of Adds, or where you have a lot of bosses. An Earth Controller can handle those situations with two of its three AoE controls being "persistant" controls instead of "one-shot" controls. Electric and Ice both have continual control powers and persistant controls vs one-shot powers. Certainly a high-recharge build lets you provide a lot more control than a Plant control normal build . . . but part of the point of the game is to level up and play characters before they get to that end-game build.
There seems to be a frequent attitude that low-damage controllers are somewhat useless. I'm just trying to suggest that low damage controllers can be very effective on larger teams, even without a "tankmage" build. -
Quote:This is, I think, part of the root problem that Mental Maden has been objecting to on the Forums for a while. Not everyone is aiming for "power performance" in the incarnate trials. Many of the posts in this forum only discuss characters who have been Min-Maxed with the extremely expensive IO sets, PvP sets, and all Tier 4 Incarnates. Many of the posts act as if the only way to make a decent controller is to make a "tankmage" with capped defense. Sure, it is nice to have some characters who are designed that way. But other controllers are fun, too. And they can provide a substantial contribution to a team that will vary depending upon the team make-up and playstyles. Those can be great characters.Haha. 'Extremely' subjective? To begin with, the objectives of the game, taken as a whole experience with the limitations it imposes, are in fact fairly narrow. (This is nothing like saying "the scope of things you can do while logged onto the game is extremely narrow." You can always file your nails and call it playing CoX, but that doesn't mean that Ice/Rad controllers, which afford a lot more time to file your nails than do Mind/Kin controllers, are better to play CoX with if you're a manicurophile.) Indeed, they're 'extremely' narrow if we're talking (we are) about objectives of power performance across entire sets in incarnate trials.
Well, except Gravity. Gravity sucks.
(Actually, I had a lot of fun leveling up my Grav/Storm . . . but it was definitely sub-par in terms of "performance," and I don't really plan on doing another Gravity unless the Devs proliferate Traps.) -
Quote:No, I wouldn't say that's one situation -- it is a lot of situations. Depending upon your playstyle, it may be most situations. Not everyone plays a level 50+1 Controller fully tricked out with all the highest and best IOs and tier 4 Incarnates. And even then, some folks build their controllers to Control for teams, and not as damage dealers. Not everyone builds controllers to be softcapped. Leveling up and before the "end game" content, a controller built for team benefit will provide more overall benefit than one built for damage whenever the team has sufficient damage, which is most of the time.Yes, but that's only one situation. You may also be playing on a team of low-damage ATs who survive just fine but need help killing things. Your team may be fighting AVs or mez immune enemies where mezzes are useless but a little extra damage might help. You might even be soloing, blasphemy of blasphemies. That's why powersets that offer adequate damage and adequate control are better than those that specialize too heavily in one or the other. They can function well in a wider range of situations and that's more valuable than a slight advantage in one specific case.
There's a lot that I find wrong with your posts, like how you fail to consider that controller aoe mezzes usually only mez Lts and minions, which die within seconds on aoe heavy teams anyway, so the advantage of control heavy sets is debatable. You seem to measure control ability only based on aoe mez power and disregard other more subtle advantages, e.g. illusion's ability to handle a wide range of mez-proof enemies. You fall into the classic trap of comparing fire and mind based on counting the number of AoE control powers. But most of all, I don't get the obsession with support. Controllers are great force multiplers, sure, but properly built, they can be powerful fighters in their own right. A character who's both is always going to be better than one who's only one or the other.
Jack of all trades, master of none - but better than a master of one!
I have been responding to your posts that assert that controllers who do lots of damage are better than low-damage controllers or controllers focused mainly on providing team support. You specifically said, "That's why powersets that offer adequate damage and adequate control are better than those that specialize too heavily in one or the other. They can function well in a wider range of situations and that's more valuable than a slight advantage in one specific case."
Most people in this game play damage-focused characters. That's not exactly surprising, since Damage defeats enemies and all other ATs have a Damage Primary or Secondary, or both. Even high damage controllers (Fire, Plant for AoE; Illusion, Grav, Mind for single target) can't come close to out-damaging the damage dealers ON TEAMS.
Obviously, this is very different solo. In the pre-containment, pre-IO days, soloing a controller was painfully slow. Containment allows a controller to do decent damage when used properly so a controller can solo even before pets. Some high level damage-focused controllers may be able to out-damage a low-damage Defender, but for the most part, any of the damage-dealing characters can out-damage a controller even with Containment.
To show why I disagree with your statement quoted above, take an Earth Controller in general and an Earth/Rad in particular. No question that it is a low damage build, mainly desiged for AoE control and buffing/debuffing. It provides awesome AoE control, some of which will affect bosses (Earthquake + Quicksand, Volcanic Gasses + Quicksand), or with some additional effort, will allow bosses to be controlled (Volcanic Gasses + Fossilize). In some cases, the secondary can have further effect on that ability (Volcanic Gasses + Choking Cloud or EM Pulse, or Stalagmites + a stun from the secondary like Thunderclap). An Earth/Rad can easily be the only controller on a fast team of 8, or even a slow team. Any of the three opening mez powers (Stalagmites+Stone Cages+Quicksand, Earthquake+Quicksand, or Volcanic Gasses+Quicksand) can then be followed up with the great Rad Debuffs. Two of those three AoE controls are persistant -- they continue to operate after the initial casting. The huge -Defense and substantial -Resistance will help the team kill off foes much faster. Keeping the foes in a tight group will also help the foes be defeated faster. AND that's all available leveling up, and not just on a level 50+1 Max IO End Game build. And yet that Earth/Rad controller, with very little damage, has the flexibility to provide all kinds of team benefit. Compare that to a Fire/Rad, who can provide decent control with Flashfire+Fire Cages (but it won't control bosses) or Cinders (will control bosses if combined with Char), but those controls won't be up every group. The slow DoT from Hot Feet is certainly nice for the right situation, and the continual control from Choking Cloud is certainly useful . . . but only if there is enough time. On larger teams, that slow DoT isn't contributing much. Bonfire isn't contributing lots of helpful damage, is it?
I have taken every control primary to 50, except for my level 47 Elec/Rad and my level 45 Mind/FF (but I also have a level 42 Mind/Storm and a level 43 Mind/Energy Dom). I have a few primaries with more than one level 50. I don't claim to be the game's top expert on Controllers, but I would say that I have a lot of experience with them. (I find it somewhat amusing that you claim that I "disregard" some subtle aspects of control sets such as Illusion's ability to handle mez-proof enemies. Uh, have you looked at my Ill/Rad guide? I talk a lot in there about all the benefits of Illusion. After taking Ill/Rad, Ill/Storm, Ill/TA and Ill/Cold all to 50+ and a variety of other Illusion controllers to higher levels, I think I have a pretty good idea of how to play Illusion and its strengths.) I frequently mention in my various posts how controllers have other forms of control other than the classic "hard" controls, and many of these other forms of control work on bosses.
But on larger teams, the Controller rarely has to worry about bosses. The Tanks, Scrappers, Brutes, Blasters, Corrupters, Stalkers and even the Dominators, HEATS and VEATS often focus on taking down the bosses first. So the AoE control that helps the team take down the larger groups of foes faster by keeping them together and debuffing them.
Don't misunderstand me . . . I like builds that are flexible enough to solo, small team and large team. My Ill/Rad guide specifically states that flexibility is one of the main strengths of an Ill/Rad. But the general tone of your post is "if your controller can't do a lot of damage, then your controller sucks" is not right. (You did not specifically say that, but I think that's a reasonable interpretation of your comments.) Low Damage Controllers focused on supporting a team can be optimal in the right situation, and that "right situation" is quite common. -
Because the Chance for Build Up is actually slotted in the power itself, it works for PA. If you keep an eye on the pet window, you will see the Build Up icon show up frequently.
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Quote:You have partially made my point. You said "mine puts out enough control to deal with three or four x8/+0 spawns solo . . ." You are trying to compare solo damage to team effectiveness. The problem is that the key power, Seeds, is a one-shot. Once you have used it, you are out of luck until it recharges. Yes, you have other options . . . Vines (but another one-shot with a long recharge), Creepers (doesn't really provide full control, moves slowly from group to group). The same thing happens with a Fire Controller -- once Flashfire is used, you are limited to an AoE Immob and a long-recharging PB AoE Hold.Hrm... not 100% sure I agree with that, Local; I'm pretty sure that Plant/Storm is something of an outlier, true, but mine puts out enough control to deal with three or four x8/+0 spawns solo without any particular difficulty (unless they're confuse-resistant, in which case it drops down to two spawns with some difficulty :/), while still doing more than enough damage to wipe them out promptly. Admittedly, a respectable chunk of that damage is coming from the confused mobs, but it's still damage that I'm arguably responsible for.
Eh. *waggles hand* I'm not sure that controllers have to sacrifice as much control as one might think to gain solid damage. That being said, just about any pair of heroes or villains is greater than the sum of its parts in CoH.
What I'm saying is that on a fast moving team, that's not enough. The team doesn't need your damage -- they can kill stuff a lot faster than you can with your slow DoT from Roots or Hot Feet. They need control -- to keep the foes in one place, to keep the foes from attacking the squishier teammates, to reduce the damage taken by even the tougher teammates. They need buffs and debuffs so they are free to use their plentiful damage. They can kill stuff faster than you, and you can help them kill stuff faster with your controls and buffs/debuffs.
With your Plant/Storm: Assume you use Seeds, Roots on the first group, but in seconds, the team has wiped out that group. Maybe you got off Freezing Rain or maybe you didn't. By the time you get to the next group, Seeds hasn't recharged yet, so you might use Vines, and Freezing Rain if it is available. Now that group is wiped out, and Seeds still isn't back yet. Creepers? OK, that will provide some mitigation, but it certainly isn't complete. Next group, Creepers is creeping behind you, not there in time to help. Seeds might be up by then, so you use it. Next group, you don't have Seeds, Vines, Creepers . . . the best you can do is throw out Roots and use your secondary. That DoT from Roots isn't doing much for the team.
Compare that to, say, an Ice Controller. First group, Ice Slick then run in with Arctic Air. Next group, Ice Slick is recharging, but there's Glacier and still Arctic Air. Next group, you still have Arctic Air, so you follow the tank as soon as he grabs aggro. Next group, you still have AA and a few other tricks (like Frostbite, or even Flash Freeze). AA mitigates about 60-70% of the damage on melee teammates and it is always up. And that's not even taking into account the secondary.
Earth has three types of AoE control, one of which is usually up for the next group, with some other tricks always up (Quicksand, Stone Cages) for the next group. Electric has the sleep patch, Jolting Chain and the endurance drain toggle which are up pretty much for every group. Again, the secondary can make a big difference.
The point I'm making is that controllers are often, especially on big teams, better off being controllers than damage dealers. -
Quote:Sorry, but I strongly disagree, especially with that last statement. When I play my Earth/Rad or Earth/Storm on teams, I can provide far more control than Plant, Fire or Illusion. On a team that already has high damage, especially lots of ranged AoE damage, that ability to provide large amounts of control and debuff is far, far more important that if I was on a controller who focused more on damage and less on control. In my experience, Controllers who provide control over damage are more valuable on larger teams. (I have run my Earth/Storm on several TFs lately. When the team has plenty of damage, that's my favortie controller to use. If the team is a bit light on damage, I can pull out my Plant/Kin.)The reality of the game is, with the right primary you can make builds that support just as well as any support controller, control a little bit less and do a ton more damage, all at the same time. Damage doesn't come at the sacrifice of the controller's ability to be a force multiplier. The high-damage sets of fire, plant and illusion all offer remarkably good control and nothing stops a controller from mezzing, buffing and debuffing while they attack.
This game has never rewarded crippling overspecialization. Builds that combine good damage/buffdebuff/controls will always be better than low-damage sidekicks.
On a lot of TFs, my Earth Controllers have been the only controller on a fast team. They didn't need damage, as there was already plenty of teammates who could kill things much faster than any controller. They needed a controller to keep the foes in place and keep the foes from doing damage to the team. The same thing works with Ice and Electric controllers. I have even been on Fire and Plant controllers where my controls were far more important than my damage . . . but both of those sets give up some added control for damage -- both have one-shot primary control powers that, once used, take a while to recharge (They also have an AoE Hold, but again, on a long timer). Earth and Mind have three AoE control options, at least one of which will be up virtually all the time. Ice and Electric have continual toggles. Illusion has PA and Spectral Terror, but Illusion is kind of a special case.
Those controllers who do more damage sacrifice some control. On large teams who already do a lot of AoE Damage, those controllers contribute less than controllers who can provide a lot of control. -
Quote:It would probably work best as a Dominator Secondary. The pistol for the ranged attacks and the sword for the melee attacks.lol. Thats why I said "new".
Also the Foreshadow in the game now is different from the Korean launch of the character. The current one does not have the pistol. He is a MA/SR Scrapper. I want that sword attacks AND the pistol. It would be soooooo fun to play that. I have no idea how it would play, some sort of Single Pistol Primary and a hybrid Sword Secondary set. Or some mixed Sword/Pistol Primary. I dunno. But it would be too fun! -
Quote:There are controllers that can do damage, sure. But I wouldn't call it "ridiculous" when compared to many Blasters or Scrappers or Brutes or even some Corrupters. The image of a controller as a damage dealer mainly comes from the ability to control AND Buff/debuff AND do damage in relative safety while solo. Most higher level damage from controllers is either AoE Damage over time (Fire, Plant) or single target (Illusion, Gravity, Mind). An AT designed for damage (which is pretty much all the others), will be able to put out more damage, especially when benefitting from the controls and buffs/debuffs that a controller can use to boost that other AT's damage production.Oh, and MM? I dunno- there are a few Controller combos that lend themselves to ridiculous amounts of damage, like my beloved Plant/Stormie...
Some controller combos can put out a "ridiculous" amount of damage, like a team of Fire/Rads. Controllers act as a force multiplier, so when that multiplier is, itself, multiplied, it becomes far more powerful. But on a standard team, a controller will provide more benefit to the team's overall speed by focusing on controls and buff/debuff than on damage. If your Plant/Storm focuses on controlling groups and debuffing so that the damage-focused teammates can wipe out those groups faster and in more safety, you will be providing more benefit to the team than if you went out on your own doing damage like a rogue scrapper.
My Plant/Kin can put out a lot of damage solo. But teamed with a Scrapper or Blaster with good AoE damage, and the overall damage more than doubles. When I rolled up my Plant/Kin, I had planned with a buddy to make the character as part of a duo with an Elec/Shield scrapper. Together, their damage output was far, far more effective than my Plant/Kin on its own. -
Quote:I'm with Mental Maden . . . this is not understanding the role of a controller. You have one powerset designed for control. You have a secondary designed for buff/debuff. Neither of the powersets are desiged as damage.The usual powerhouse sets. You know, Fire, Plant and Ill. Two of which do good damage, and one which controls the things other controllers can't.
I don't see the point of Earth since there's no point going overboard with controls in general. So much stuff out there is mez resistant, trial IDF spawn extremely boss-heavy and trial AVs are either completely immune or extremely reistant to controls. The true power of the controller is not as a "support" AT or a mezbot, but that it's a character that can be designed to have good damage, good control, good debuff and good survivability all at once - i.e. a tankmage.
The true power of a controller is to support a team. Control + Buff/Debuff means that the damage dealers can wipe things out more quickly while taking less damage. Some of the higher level stuff has been designed to lessen the effect of controls . . . because Controllers were too good. Yes, controllers can be very effective solo, and can be tricked out with IO sets to have greater survivability, but the clear design of the AT is to support a team.
Earth/Time may seem to have "too much control," but Earth/TA is in the same category and plenty of folks love the extreme amount of control for that combo. Frankly, I can see some nice synergy with just about every primary. Fire, Ice and Elec for the extra PB AoE toggle. Other sets for the added control and debuffs.
But then, I have already reserved my name for my Ill/Time. -
Quote:It is a click power, not a toggle! (I know you know that!)For normal content, I vote Psi for the anti-mezz toggle, unless you pick Clarion as your Destiny power.
With the Clarion Destiny power, Psi becomes far less appealing. Many folks are now building for Defense, and look for a Defense-based armor. Good Defense will also deflect mez attacks. -
Quote:Back in the days before Containment, Controllers were horribly slow to solo, and many Controllers didn't ever solo until they got their pets. The damage that most Controllers did was pitiful. Containment fixed this and allowed Controllers to do a somewhat decent amount of damage. That's why Containment was added.So Controllers get a damage bonus when the enemy is being held. Why a damage bonus when an accuracy bonus would be much more realistic and useful. What good is a damage bonus when you continually miss your target? Please don't tell me to put accuracy enhancements on the powers because I have some with 3 accuracy enhancements and they miss quite a bit too. If you put your enemy to sleep or immobilize him/her in any way, that's not going to affect their durability but it will make him/her much easier to hit since they can't dodge, block or counter in any way. Just my humble opinion.
As others have pointed out, Accuracy has an absolute cap of 95%, so all that extra accuracy is mostly wasted. -
My first thought with any */Kin is Earth. Fissure is very short range, but recharges fastest of all the AoE attacks. Seismic Smash hits HARD and adds a hold -- and it hits even harder when boosted with Fulcrum Shift. Rock Armor has the best S/L numbers (but it is ugly) and the heal/HP boost is nice to have. Throw Boulder is too slow, but the rest of the set is pretty good.
Ice also has a Defense-based armor, Hibernate, and TWO AoE damage powers. I love it on many characters, but since Kinetics has to be in melee anyway, Earth is overall best. -
Imperius uses it a LOT, which is why I generally call him "Captain Knockback." But then, he is really just a variation on Statesman.
I actually took it on one of my characters, just for the heck of it. I never use it seriously -- just for fun every now and then when solo. -
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Quote:Just follow my Ill/Rad guide . . .If you use confuse a lot, you get less XP per kill, but more XP per minute, so it's overall pretty useful.
I am looking longingly at ill/time. I know ill/rad is awesome, and I even like /rad sometimes, but ill/rad is just not clicking for me somehow.
I already have a name reserved for my Ill/Time controller.
Deceive, if used actively and smartly, will not result in any kind of significant reduction in XP earned. (The term "lose XP" is wrong because you never earned it.) However, if you want to Deceive things and then sit back and watch . . . you WILL earn less XP, mostly because you are sitting around and watching the foes kill each other. -
Procs would be stupidly overpowered if they did double damage under Containment. Imagine something like Freezing Rain with 4 procs subject to double damage from an AoE Immob.
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A nice build with all the essential powers and softcapped S/L Defense. I can make a few small suggestions.
You want a spare slot or two? Take the Steadfast -knockback out of Tough and put it in the default slot of Increase Density. That will free up one slot. In Seismic Smash, replace the Mako's Bite with an Acc/Dam Hami-O, and then the 6th slot can be used somewhere else. I would leave both Recharge in Siphon Speed.
In Strangler, consider replacing the level 30 Damage (which I presume you intended to be level 50) with another Acc/Dam Hami-O. The Accuracy on Strangler is a little low, and that will fix it.
In Carrion Creepers, I would use the Posi Blast proc over the Explosive Strike -- Energy damage is resisted less than Smashing and it is a different damage type.
Those are really minor changes, though. It is a pretty nice build. I hate using Boxing as a set mule . . . but the alternatives would probably cost you a power you want to keep. -
Quote:What you have posted in your build is the Miracle proc + Miracle Health, the Numina Proc and the Regen Tissue proc. Take a look in Mids -- if you replace the Regen Tissue proc with a Numina's Health, you will result in more Regen than using the Regen proc. You lose nothing and gain more Regen (which was the purpose of the Regen proc). You can leave the Miracle Health in there.I actually went with the the two Miracle based on the added recovery from the set bonus. I was weighing between regen and recov and felt more recovery would be a better fit for the toggles.
Quote:The three slots in Hover and CJ were there for the end discount on the moves and of course for that little extra defense. Firm believer in using PA and Phantasm for your defense and as a controller keeping distance I'm not too worried about the defense outside of range. Would be nice to get as much as possible. How off is my recharge for a "perma" IW? Or is it simply the recharge of the power that needs to be adjusted?
Your build has IW up for 90 second and recharging in 113.8 seconds, for 23.8 seconds of down-time. Put two Recharge in IW, and your recharge changes to 90.1 seconds, or .1 second of down time (assuming you can keep Hasten and AM up at all times). That seems to me to be a pretty good use of two slots. -
Overall, a very good build similar to my recommended build, but with the Psi Pool. There are a few tweeks that might provide some improvement.
In Health, replacing the Regen Tissue proc with a Numina's Health IO will add about 4% more Regen. That's because of the combination of slotting the power itself and the bonus you get from 2 Numinas.
The Soaring Fly in Fly is doing nothing. Since I-18, Fly is at the flight speed cap without any Flightspeed enhancement whatsoever. You aren't getting a set bonus from it, and the Flightspeed does nothing. You would do better slotting a common Endrdx in that slot.
Your Indomidible Will is not nearly Perma -- and I consider IW to be the main reason to take the Psi Pool. If you can put two Recharge into it, that will reduce the recharge to about 90.1 seconds, or virtually perma. The hard part is finding those two slots. You could take the Dam/End from Hover and CJ, thereby losing the extra Regen. Or you could take two slots from Spectral Terror. Your Spooky has only 4 slots . . . if you could fit a 5th slot in there, you could go with the Unspeakable Terror set for 5% Recharge -- but you don't really need it. On the other hand, that extra 5% Recharge might allow you to drop Group Invis to take Mind Over Body for a little bit of extra Resistance. That's entirely optional and each option involves trade offs.
(of course, another problem with IW is that you want it to fire off Auto, but you can only have one Auto power at a time. That means you have to manually remember to fire off both AM and Hasten whenever they are up. For Mez protection, I went with the Clarion Destiny power.) -
Arctic Air is a key power for an Ice Controller. Others have said that, but nobody has really explained why. It combines three control powers: Slow, Confuse and "Afraid." Foes in the area are slowed, have a chance for a short duration confuse, and when they are not confused, they slowly try to run out of the area.
The numbers on it are: 81.25% Slow (there is a 90% cap) with a 62.5% -Recharge (which is very, very important), -35% Stealth (so it will reveal stealthy foes), 50% chance of a 3.724 second Afraid (Mag 3) every 2 seconds (causing foes to try to run away instead of attack), 30% chance of a 3.725 second Confuse (Mag 3) every 2 seconds. Endurance cost is a hefty 2.08 every 2 seconds.
6-Slot up AA for max Confuse and EndRdx. That will nearly double the duration of the Confuse pulses. No single ability in Arctic Air is all that strong, but combined and joined with another control ability (like Ice Slick), Arctic Air will mitigate about 70-80% of the damage done by foes in the area. The endurance cost is large but manageable - the same as Fire's Hot Feet and Illusion's Superior Invis. AA turns Ice Control into a melee controller, able to follow the melee teammates into the battle and reduce the damage they take by 70-80% or more. Your teammates can first focus on the bosses knowing that the minions and lieutenants will be controlled.
What you will see is foes in the Arctic Air AoE act actually confused. They run towards you or your teammates, maybe attack, or maybe turn and attack one of the other foes, or maybe turn around to try to run out of the AA AoE, or sometimes go back and forth starting to run away and then starting to run to attack and then run away again. Add in Ice Slick, where the foes are slipping and falling in addition to the other effects, and it results in a huge mitigation.
You can use Frostbite to keep the foes in the area, but that kind of wipes out the "afraid" aspect of the power. The other side of that coin, however, is that foes will run out of the AoE and then, on occasion, attack from range.
Want to make Arctic Air even better? At level 50, get the purple Contagious Confusion proc. This proc seems to virtually double the confuse effect overall -- it is WONDERFUL in Arctic Air. I can't think of any other procs that make as big a difference. Other procs are OK, but only after capping Confuse, lots of EndRdx, and the Contagious Confusion proc.
To Draeth: I wouldn't consider Flash Freeze to be one of the worst powers in the game. It is certainly skippable, but a ranged AoE sleep power has its uses. Solo or small team, it can be handy as an additional control power. It can control certain foes (like Council Wolves) who resist Immob and Slow. There are lots of worse powers than Flash Freeze. Like Fire Armor's Temperature Protection, a Fire Resistance power in a set that is already capped on Fire Resistance. Or just about any Intangibility power. Even Earth's Salt Crystals, which looks cool but is a PB AoE sleep instead of ranged like Flash Freeze. -
Quote:OK, I had to respond to this -- since Controllers are by far my favorite AT. The problem you have is that you chose a primary/secondary combo that (a) has some synergy issues and (b) is more single-target focused in the primary.My problem with this setup is the Controller part of my character feels useless which made me start looking at Defenders. Instead of running around crowd controlling everything I could be.. yunno.. Killing them instead. Also with our group AoE is a bit light already and while it's fun seeing all these big groups all holding their heads I'd much rather see them just die.
I don't know.. maybe I'm wrong.. I just feel as a Defender we could get through the same content just as easily only do it much quicker with my added offensive abilities.
If you are the primary controller for a team with Kinetics as a secondary, I would suggest Fire/Kin, Plant/Kin, Ice/Kin, Elec/Kin, and then maybe Earth/Kin. Fire/Kins are known as great farmers, but a team-focused Fire/Kin can be extremely effective providing team-oriented control with AoE damage. Plant/Kin has great AoE control to go with very good AoE damage. My problem on my Plant/Kin is trying to balance my controlling and buffing sides -- I always have more stuff to do than I have time.
As for a secondary for a Kinetics Defender -- a Kin/Sonic team-oriented Defender, combined with teammates with lots of AoE, will cause the foes to melt. Sonic's Resistance Debuffs to go with the damage buffs from Kinetics result in massive amounts of damage. My buddies and I put together a superteam which included a tank to gather aggro, two Kin/Sonics and the rest were AoE controllers, blasters and a scrapper. That team destoyed every bit of content the game offered at the time.
Don't give up on Controllers based upon one build that wasn't exactly ideal for your purposes. Controllers are more varied than any other AT, in that some of them are entirely focused on support, while others can put out lots of damage. (Controllers are Control/Support, while every other AT in the game has at least one powerset focused on damage.) -
Quote:The list of actors I listed were "A" list people from the 50's and 60's. Most of them have a Star on the Hollywood Walk of Fame, and there were many awards won by them including 4 Oscars, a Golden Globe and many other nominations. But Hollywood didn't have the same pay scales they do today, so by the time of the late 70's, those performers were usually found in the latest mega-disaster movie or in an episode of "Love Boat" just to get a paycheck.I had to look up "The Visitor," and while I have no doubt it was a bad film, it doesn't appear to have had any actor of note in it.
Quote:Showgirls is awful, but you can't tell me a cast with Elizabeth Berkeley was good.
Quote:And no amount of looking at Halle Berry makes Catwoman watchable. (I also don't think she's a very good actress, despite having one of those Oscar statues.)
Quote:"Battlefield Earth" stands out because it did have a pretty decent cast, a huge budget, and a pathetically bad script.