Local_Man

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  1. Jeeze, you guys really don't know the difference between a mediocre movie and a really, really BAD movie.

    Untouchables certainly had some things going for it (like an actual plot, dialogue that mostly makes sense and actual characters). Robin Hood would have been a pretty good film with someone other than Costner in the lead -- like someone who could speak with an English accent. Rickman, Freeman and Slater were all pretty good.

    Battlefield Earth was pretty horrible. It was actually better than The Visitor but still pretty horrible. Of the movies discussed above, it is the only really BAD movie. None of the others come close. Catwoman was pretty bad, but at least it had Halle Berry to look at. Showgirls is infamous as a bad movie. But none compare to The Visitor. The only other movie I have ever seen as bad was "Frogs," but that one didn't have any big name people in it.
  2. I bet none of you have seen this one. The only reason I saw it was that a few friends of mine were extras in the film. And I actually sat through the entire thing to try to catch them in the background. Horrible movie.

    The Visitor (1979)
    Staring:
    Mel Ferrer (actor, writer, director, former husband of Audrey Hepburn)
    Glenn Ford (actor, including Jonathan Kent in Superman, the Movie)
    Lance Henrikson (actor, best known as Bishop from Aliens)
    John Huston (actor and acclaimed director, won 2 Oscars)
    Sam Peckinpah (mostly famous as a director and writer, including The Wild Bunch)
    Shelly Winters (actress, won 2 Oscars)

    The movie was the absolute worst movie I have ever paid money to see. It made Plan 9 from Outer Space seem coherent and well acted. All of the movies previously mentioned were masterpieces compared to the original theatrical release of The Visitor. Here's part of a review I found:

    "Plot: Satan, the intergalactic dictator, has succeeded in fathering a child on Earth to Barbara Collins, a genetically perfect woman. The resulting ten-year-old girl Katie has amazing powers. Satan’s board of directors on Earth explain to Barbara’s lover Raymond that he must marry her and father a similar boy. But when Barbara refuses him, Satan’s minions arrange that she be abducted by a UFO and artificially inseminated.


    The results are bizarrely incoherent to say the least. What makes the film halfway watchable is its often surreally striking but totally non-sequitir imagery – Glenn Ford gets attacked by an overgrown clay pigeon; John Huston, who presides over an intergalactic group of bald-headed children, spends the film on top of a building amid flashing blue landing lights; Linda Blair-like Paige Connors spends the film wearing oversized sunglasses and when she removes them reveals gleaming metallic eyes underneath – and in the opening few minutes psychically blows up the ball at a basketball game; and in a wonderful parroting of the Close Encounters highway scene Joanne Nail gets kidnapped by a UFO and artificially inseminated, and is later gets shoved through a glass fishtank. Much pseudo-mystical twaddle is bandied, absolutely nothing makes sense.
    [The director] assembled an amazing cast of American marquee names – including the likes of John Huston, Shelley Winters, Mel Ferrer, Sam Peckinpah and Glenn Ford, as well as a young Lance Henriksen. All seem to wander through the film clearly having very little idea what they are supposed to be doing and no doubt looking for the paycheck they must have been in dire need of."
  3. Quote:
    Originally Posted by Donna_ View Post
    Was hoping to use Endurance Reduction alpha... but I see that getting recharge may also help perma Heat loss, How do you add alpha slot in new mids?

    What would you do to get extra def ?
    There is no need for the Cardiac Alpha on an Ill/Cold. By the time you get to 50, your endurance issues are almost always taken care of with Heat Loss. Spiritual is definitely the way to go.

    I have the Ice armor from the Ice APP on my Ill/Cold and Arctic Air slotted for Defense, but very little additional defense. Recharge is far, far more important. Use of perma-PA (or even close), Deceive, Blind, Flash and even Sleet and various Slow powers in Cold means that you shouldn't have many attacks aimed at you.

    Just to give you an idea, here is my planned build for when I finally gather up all the IOs needed:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Florida Snowman: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(11), Dmg-I(15)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7), Decim-Build%(7), HO:Nucle(15)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(5), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(37), CoPers-Conf%(40)
    Level 6: Ice Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(43)
    Level 8: Snow Storm -- EndRdx-I(A)
    Level 10: Super Speed -- EndRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 16: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(17), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31)
    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: Arctic Fog -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(25), LkGmblr-Rchg+(25), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(27)
    Level 22: Glacial Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(43)
    Level 24: Fly -- Zephyr-ResKB(A)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(31), Abys-Fear/Rng(46), Abys-Acc/Fear/Rchg(50), Abys-Dam%(50)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(34)
    Level 30: Recall Friend -- Zephyr-ResKB(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), HO:Nucle(34)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), Achilles-ResDeb%(36), LdyGrey-%Dam(36), Posi-Dam%(37), ImpSwft-Dam%(37)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Frost Breath -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(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), Mrcl-Rcvry+(13), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(50)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 57% Enhancement(Accuracy)
    • 2.75% Enhancement(Terrorized)
    • 115% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 95.4 HP (9.38%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 7.75%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 17% (0.28 End/sec) Recovery
    • 94% (3.98 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  4. Actually, Helluva, it is a pretty good build. Just for comparison, here is the build that I am working for. (I'm too cheap to go out and buy those expensive purple sets. I'm slowly getting a few of them as drops and then picking up others one by one.) My build has just a few small changes from yours. (Actually, I took your build and made the changes that I plan to follow -- the order of powers I use will be a little different.)

    I don't bother slotting for Slow, as several powers have Slow in them such that there is no need to slot it. I like having Recall Friend for stealthing missions. And most of all, slotting Sleet up with procs ends up being a LOT of damage. I used Frost Breath rather than Ice Storm . . . I like the fast-recharging power better.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Florida Snowman: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Flight
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), Decim-Build%(50), HO:Nucle(50)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), HO:Nucle(13), BasGaze-Acc/EndRdx/Rchg/Hold(13), BasGaze-Acc/Rchg(17), Dmg-I(17)
    Level 4: Snow Storm -- HO:Micro(A), EndRdx-I(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(15)
    Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Recall Friend -- Zephyr-ResKB(A)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Super Speed -- EndRdx-I(A)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(34)
    Level 20: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 22: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25), UbrkCons-Dam%(27)
    Level 24: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(27), Abys-Fear/Rng(40), Abys-Acc/Fear/Rchg(43), Abys-Dam%(46)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Arctic Fog -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResKB(34)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), HO:Nucle(37)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), LdyGrey-%Dam(36), Achilles-ResDeb%(36), Posi-Dam%(37), ImpSwft-Dam%(37)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Frost Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Numna-Heal(15)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(3), P'Shift-End%(5)
    ------------

    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 57% Enhancement(Accuracy)
    • 115% Enhancement(RechargeTime)
    • 2.75% Enhancement(Terrorized)
    • 5% FlySpeed
    • 95.4 HP (9.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 7.75%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 17% (0.28 End/sec) Recovery
    • 94% (3.98 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 5% RunSpeed
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  5. Quote:
    Originally Posted by Rezarus View Post
    Yeah, the last Superman movie was a parade of wasted talent.
    Well, Routh probably could have been good if there had been a decent story, decent writing or decent direction. Lois was mis-cast. Spacey could have been good, as he is a very good actor.

    But the movie as a whole was a travesty. Got the character wrong (Peeping Tom and Deadbeat Dad). Badly regurgitated the plot from Superman 1, which was itself badly written.

    While Christopher Reeve did a great job at portraying the character, there is yet to be anything close to a good Superman movie that didn't have plot holes big enough to drive a planet through. Please, please, please start with a good story that doesn't have to resort to deus ex machina stuff to reach a resolution. I keep hoping that the new one will be decent . . .
  6. Local_Man

    ill/cold ???

    Quote:
    Originally Posted by MoonlightSonata View Post
    thank you both for the quick replies... i'll go for the AF +stealth io
    The one problem with putting the Stealth IO in Hover is that you will be limited to Hover whenever you want to be invis. If you put a Stealth IO in Sprint (or a vet sprint power), then you don't have to give up speed for Invis. You can use either the Celerity or the cheaper Unbounded Leap.

    I have found that sometimes, especially when up against Rikti, that you don't want to rely upon Invis alone. The Drones ignore Invis. You can Deceive one or two, but when there is a bunch of them, it is best just to pop a Defense Insp and run. If you are stuck in Hover, that may be a problem. (This problem has come to the forefront with the Lady Grey being the WST this week.)
  7. Local_Man

    ill/cold ???

    Arctic Fog + Stealth IO in Hover will use less endurance. For most of PvE, both hit the stealth cap so are equal in terms of invisibility. With Arctic Fog, you get some additional Resistance to Fire, Cold and Energy Damage, plus the Defense in it does not suppress. (AF has 3.75% base Defense, SI has 2.25% after suppression, or 4.5% before suppression.) For High Perception foes, SI is a little better. Arctic Fog uses .26 endurance (before any EndRdx) and Hover uses .0975. Compare that to Superior Invis, which uses .52 endurance before any EndRdx.

    Most of the time on my Ill/Cold, I use Arctic Fog + Super Speed (slotted with EndRdx only). I have Superior Invis, but rarely use it -- and I may respec out.
  8. Illusion/Sonic is a fairly rare combo . . . Sonic in general is pretty rare, and it only has limited synergy with Illusion. On the Illusion side, I suggest you take a look at my Ill/Rad guide, linked in my sig. It has a lot of information on slotting, including sets that will maximize Recharge.

    And Recharge is where you want to go, mostly to get Phantom Army up as much as possible.

    On the APP choice: Frankly, I think Ice is a pretty good choice but you may want to consider Frost Breath instead of Ice Storm. Without an AoE Immob, it is hard to keep foes in the area of effect of the Storm. Frost Breath is faster damage and faster Recharge. I use Ice on my Ill/Storm and Ill/Cold. On my Ill/Rad and Ill/TA, I use Fire -- Fireball is pretty awesome, and Fire Blast has slightly more damage. But Ice's Defense-based Armor and Hibernate are very nice to have. Psi and Primal's blasts are slightly slower and are damage types that are more resisted. And Earth's Hurl Boulder is just too slow.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    Yeeeah... as Amy_Amp alludes to, you're going to be watching your END a fair bit.

    In any case, follow Local_man's advice. it's good - even if he *does* like Illusion. (That said, it's actually nice IMO to see someone asking for an SO build instead of "how many billions of INF in SOs can I stick in one?") Think I'd also ask how far along you are with it now, if at all.
    Well, Bill sometimes gives good advice in spite of a clear personality disorder because he *doesn't* like Illusion . . .
  10. Quote:
    Originally Posted by Amy_Amp View Post
    Part of the problem for me posting an SO build is just like Local Man said, it's kind of a personal thing. I think he nailed the basics. To me I didn't take Hurricane, but I know other disagree with it. Mine is a pre i19 build so that is a factor as well. I would simply add in the Fighting pool, but I'm doing that in part to stack with my epics and I'll be using IOs and Incarnate powers to cover the end cost, so it's tough for me to say "Run this" when I know I wouldn't run it on SOs either unless teamed with support to handle my end issues. In solo situations, I would just likely not use the Fighting pool since I wouldn't need it in that situation.
    This gives you an idea on why I tried to suggest that are varying opinions. Personally, I think Hurricane is quite important on a Plant/Storm. Seeds is a one-shot control power. If you miss some of the group or get an ambush, you have Vines but sometimes you may not want to use it (or already used it). Hurricane + Roots is almost as good as a hold . . . the foes can't move and they have a lot of trouble hitting you due to the large ToHit Debuff in Hurricane. Plus, you can move them around to bunch them up for your AoE powers like Freezing Rain and Roots.

    Hurricane takes some practice to use effectively . . . it is actually somewhat rare to see someone use it really, really well. Many folks just don't understand that Hurricane should be used as a situational power, only turned on when it is really needed. (I use an extra button on my mouse to turn it on and off quickly.)

    On the other hand, folks who like to play more in melee often don't like Hurricane. Nothing wrong with having a different playstyle.

    If you are sticking to an SO only build and not using any IOs at all, then seriously consider taking Super Speed. While the Stealth in Steamy Mist is very, very helpful, getting full invisibility is even better. Not only can you get in a better position for throwing Seeds, but it also lets you run into melee to position your Lightning Storm in just the right position. (In case you haven't used it before, the Storm Cloud shows up directly over your head. One interesting strategy to reduce the knockback is to jump and hit the power just as you reach the top of your jump. This will sometimes turn the Knockback in Lightning Storm to Knockdown.)
  11. Quote:
    Originally Posted by Random_McEric View Post
    Is there any actual benefit to putting the Soulbound Allegiance Build-Up proc in Phantom Army? I had assumed that since they were an unbuffable pet, it wouldn't affect them.

    EDIT: Nevermind. Further research on my part reveals that yes, Phantom Army does indeed benefit from the Soulbound proc. I plead ignorance based on the fact that I didn't get my first illusion troller to 50 until last week.
    Phantom Army gets buffs from enhancements slotted in the power. Slot Accuracy and Damage, and they are more accurate and do more damage. The Chance for Build Up is slotted in the power, so it affects the PA guys. (The icons show up in the Pet Window whenever the Build Up is in effect, which is quite often.)

    If you have other questions about stuff like this, take a look at my Ill/Rad guide, linked in my sig. There's a good chance that the answer is in there.
  12. The best thing to do is try to make a build yourself, then post it here for comments. Plant/Storm has a number of "personal choices" that can go several ways depending upon your playstyle.

    I would say the essential Plant powers (the ones you take as soon as they are available) are: Strangler, Roots (slotted for damage), Seeds of Confusion, Carrion Creepers and Venus Fly Trap. Vines is highly recommended. Entangle, Spore Burst and Spirit Tree are all optional and there are good reasons to take (or skip) all of them, depending upon your playstyle. I would personally say that Spore Burst is the most skippable power (but I have it on my Plant/Kin -- it has its uses). Entangle is useful solo as a single damage power. Spirit Tree can be somewhat helpful for longer battles, especially since */Storm does not have any self-heal.

    On the Storm side, Freezing Rain is the most important power. I would highly recommend Steamy Mist, Hurricane, Lightning Storm and Tornado -- most people would agree but there are a few different opinions. Unfortunately, you are stuck with Gale. Snow Storm, O2 Boost and Thunderclap are all a matter of personal opinion -- I skipped Thunderclap since Plant doesn't have another AoE Stun to stack it, but I took the other two.

    As for power pool choices, I would say that Hasten is strongly recommended. I personally like Super Speed for travel -- the Stealth in SS combines with Steamy Mist for full invisibility, and it is nice for battlefield maneuverability and I like it for "herdicaning." (I use a Raptor Pack when I need to get over things since the Raptor Packs are almost as fast as Fly and easy to get.) If you don't want Super Speed, then plan to get a Stealth IO (rather than taking the Stealth pool). Combat Jumping is nice to have for the Immob protection and as a nice place for several IOs.Some people like to build for Defense . . . I try to build more for effective control and Recharge. And look for Recovery and Endurance boosts, as Plant/Storm is hard on endurance.
  13. I don't have a Grav/TA -- my experience with Grav is on my Grav/Storm, and my TA experience comes from an Ill/TA and a TA/Arrows Def. _Ail_ had some good comments. I'm not sure I agree with the comment about Acid Arrow, but I agree with everything else.

    Personally, I'm not a fan of Flash Arrow. I'm also not a fan of Stealth, especially since half the defense suppresses right when you need it. I would drop both powers, change Super Jump to Super Speed and throw a Stealth IO in Super Speed. That way, you get FULL invisibility AND a travel power all in one toggle. Plus, it will free up a few slots. If you really want a place for a Luck of the Gambler, you could always take Hover, which has some utility.

    I like having Ice Arrow . . . mostly for quickly stacking hold on a Boss. (It can also take another Baz Gaze set.) I also liked Glue Arrow on my Ill/TA, but he did not have an AoE Immob.

    Speaking of AoE Immob, Damage in Crushing Field is not great. Try this . . . replace the common Damage with the Trap of the Hunter Damage proc in Mids. Your damage actually increases! Procs result in more damage than slotting the power for damage. It really depends on how much you use the power, but I mainly slot for Acc, EndRdx and then damage procs. If you use it a lot and want to devote 6-slots, one way to slot it might be two Acc/Mez Hami-Os, an EndRdx and three damage procs (Posi Blast, Trap of Hunter and Impeded Swiftness). The purple Grav Anchor Chance for Hold is fantastic if you use the power a lot.

    Is this mostly a team character or solo? I can see going with Lift for a team character, but Propel does a LOT more damage if you have the time to wait for its animation. Remember that Containment doubles that damage, and you can see that Propel hits HARD. However, on teams, the animation is often so long that you "necro-blast," which is where you clobber something after a teammate just killed it.

    Singularity is tough . . . but fitting in one or two of the +Resistance procs will make it a lot tougher. Also, an Acc/Mez or Dam/Mez Hami-O will enhance both the Hold and Immob duration in Singy . . . a Hami-O is worth slotting if you can. I find Singy is most valuable as a Tank/Controller, and the damage, while nice, is less important.
  14. Quote:
    Originally Posted by Malakim View Post
    Ill/Rad is strong at taking down AVs and giant monsters. Indeed, there some that can solo Luska with an Ill/Rad.

    Ill/Rad doesn't help as much in large groups of critters such as in the trials. By that point, all the ATs are strong and can hold their own well in a team. Since Rad is so dependent on anchors, they suffer a bit because the brute or scrapper will take down you anchor really quick and much of the rest of the spawns will be cut down by your team before Rad's debuffs cycle back up.

    What you're missing: Ill/Rad is a strong soloer, not as ideal for spawns of critters.
    Saying an Ill/Rad doesn't help much "in large groups of critters such as the trials" ignores the signficant contributions an Ill/Rad brings to a team. First, you have your debuffs . . . even if you only throw out EF on the longest surviving foe in a group, you have still helped the team take down those foes faster. Second, you have 3 PA, a Phanty and Phanty's decoy and YOU attacking foes. Your pets draw aggro while you can control and attack foes one by one (not including AoE attacks from your APP set -- like Fireball). Third, you can take foes out of the fight (Deceive, Flash, Spectral Terror, Blind) to limit the damage taken by teammates.

    Even in the BAF and Lambda trials, my Ill/Rad provides a signficant contribution. EF on the foe who will, most likely, last the longest. Even if it is only a few seconds, that foe and the ones around it will go down faster while those foes put out less damage. PA, Phanty and his decoy often draw the attention of the "adds" to help many of the "squishier" teammates survive longer while contributing to the overall damage. And I contribute my own damage which is not insignificant. An Ill/Rad may add more to the team than some

    You know the part of the BAF with the prisioner escape? PA and Phanty certainly help there by shooting at every prisoner who runs by. Also, you know about the small AoE sleep that goes with Blind? I have been finding that in that part of the BAF trial, it is not uncommon to blind a foe and hit 1-3 other foes with the sleep. And that takes more minions out of the "race" to allow the higher damage teammates to focus on the guys who can't be controlled.
  15. Quote:
    Originally Posted by Enantiodromos View Post
    Aw, man. Skipping fallout? You guys probably figure vengeance + mutation are skippable too.
    Doesn't it seem that exploding your dead teammate's body is not exactly, well, heroic? It fits in well with Villains, but not Heroes.
  16. Quote:
    Originally Posted by Laevateinn View Post
    Debuffs are actually very useful on speed teams, since they make it easier to spike hard targets (AVs etc.), and Rad is actually in a better position than most on really fast-moving teams because EF recharges a lot faster than most -Res powers. My cold corr sometimes runs into a problem where even with high recharge, by the time sleet has recharged the team is already halfway eating through the next spawn.

    The real downside of rad vs. other debuff sets is that since its -Res power is not pseudopet based, it does not stack and for Controllers it is weaker (e.g. Controller EF = -22.5 res, Controller sleet = -30 res).
    One of the first things I do on faster teams is throw out EF on a foe near the back of any group -- on level 50 teams, if you don't do it fast then somebody will throw out Judgement before you can. While it makes little difference to the minions (they all die pretty quickly), it does make it faster to take down the Lieutenants and Bosses. Folks with other types of debuffs (like Freezing Rain or Sleet, or the other Cold debuffs, or TA's Dispersion and Acid Arrows) usually don't have them up for every group, so the net effect of EF may, overall, be more even though the amount of the debuff is less.
  17. Quote:
    Originally Posted by UnicyclePeon View Post
    Local Man doesnt like control sets where you cant throw around AOE damage like a boss, but its a great combo. You should try it in a duo or trio of mind/kins.
    Lewis
    Uh, excuse me? AoE Damage? When my favorite controller of all is Illusion/Rad? And I wrote a guide on Earth/Rad? I certainly enjoy a low damage team controller in addition to higher damage single-target and AoE controllers.

    My main view of Kinetics as a secondary is that (a) it works great with a control set that has melee powers (Fire, Ice, Elec), or (b) it works great with high AoE damage because it has more damage to buff (Fire, Plant), or (c) it works great with good AoE Lockdown (most controllers have this to a degree, with the possible exception of Gravity and Illusion, but Illusion uses distraction instead). Kinetics has issues with knockback, so that reduces the synergy.


    Personally, Mind is one of my least favorite control sets, mostly because it lacks anything persistant. All the powers are one-shots -- none will continue to control if you miss your one shot. By persistant I mean anything that hangs around after you cast it for a while, continuing to control or otherwise do its job. Sets with pets have a persistant power. Powers like Earthquake, Static Field and Ice Slick, Quicksand and Volcanic Gasses, Phantom Army and Spectral Terror, Carrion Creepers and Bonfire, Hot Feet and Arctic Air and Conductive Aura are all persistant.
  18. Quote:
    Originally Posted by Hockeytown View Post
    I had already done the respec last night with Clutch's original build, so I'll probably stick with that at least for now since I don't have any free respecs left, which is kind of surprising considering the time gone.
    Free Respecs, usually referred to as "Freespecs," are usually given out with new issues. Sometimes the Devs will give one, wait a week or two, and then give out another. However, you can only have one at a time. If you don't use it, you don't get an additional one.

    Earned Respecs (from the trials in-game) can be saved up. (I tend to not use these, so I have the max of three on several of my older characters.). Veteran Respecs (usually called "Vetspecs") can also be saved. And finally there are Respec Recipes that can be crafted for a Respec, but these are pretty rare. I have had only 3 drop ever. The last one I had drop sold for 300,000,000 on the market. If you have a Freespec, the Respec Recipe won't craft.
  19. Quote:
    Originally Posted by I_trick View Post
    First off, wonderful guide you've got here local man. Probably the best put together guide I've seen on the site.

    I just thought I'd reply to something small I noted in your post 11. Your build has for it's 49 power the group invisible power essentially as a placeholder for a LOTG recharge.

    If you switch the epic power pool from Fire Mastery to Psionic Mastery you can actually use Indomitable Will as the power for that same purpose, and essentially have the same build but with added intermediate Mez protection.

    Granted you do loose having non psi attack powers to call upon.
    Equally, one could use the Ice APP and slot the LotG Recharge in Ice Shield, or use the Earth APP and slot the LotG in Rock Armor, or even Mace PPP and slot it in Scorpion Shield. I wanted to keep the Fire APP for the great damage from Fire Blast and Fireball.

    Mental Blast is just a little bit slower than Fire Blast and Ice Blast, and it has the same damage type as the other Illusion attacks (so anything that resists Psi will be a real pain to take down). Besides, I love the fast AoE damage from Fireball . . . it is my main kill-a-large-group-of-low-level-foes-to-get-tip-missions power. Psi Tornado just isn't as good. Plus, I don't see a strong need for mez protection -- and I feel the main reason to take the Psi APP is mez protection. (I do have the Clarion Destiny power for those times when I may need mez protection.)

    Group Invis isn't really needed, as I have enough global Recharge without it. A little bit more recharge is always nice, though, and GI is a nice way to retain invisibility while not using the endurance damands from SI. Still, there are a lot of other options for that slot.
  20. The majority of Fire/Kins go with the Earth APP rather than Ice. Fissure recharges much faster than Ice Storm, and the stun can stack with Flashfire. The short range of Fissure doesn't matter if you are already in melee for your other powers. The Rock Armor is ugly, but has slightly higher S/L numbers than Ice Armor. Seismic Smash gives you a large single target attack -- something that Fire/Kin otherwise lacks. And Earth's Embrace adds to survivability.
  21. Looks like a nice set that will definitely be in big demand. All of the bonuses are very good. That 8.75% Recharge and the Ranged Defense make it desired for almost all max builds.
  22. Quote:
    Originally Posted by Mageman View Post
    I am thinking of making another /Kinetics Controller. It has been a very long time since I played one. It's a Fire/ and the Fire/ has been over done. There are several new primaries available and since I'm starting from level 1, I thought it would be a good time to try something different.

    Here are some of my general thoughts, in no paticilar order:

    1) The only other Primary I am familiar with is Illusion Control. Lots of pets and, if I recall correctly, most of these pets are unbuffable with /Kin
    2) Some Primaries have no pets, again a drawback for a /Kin
    3) I've seen Plant Control. I don't know what to make of that set

    Any information/suggestions would be appreciated. Thank you.
    Kinetics is such a good secondary that it works pretty well with any primary . . . but some are better than others. Fire/Kin is popular for good reason, as both Fire and Kinetics are melee sets, and the Kinetics boosts Fire's damage.

    The second best set for AoE Damage is Plant. I have a Plant/Kin at 50, and it is a great combo, especially as part of a duo. I rolled mine up with a buddy who made an Elec/Shield scrapper. He would gather groups in tightly, and then I could hit them with Seeds+Roots, Fulcrum Shift. Then he would demolish the groups with his AoE attacks while I focused on buffing, healing and control.

    However, you can still be very effective solo, too. The Seeds+Roots combo does good AoE damage that you can buff. I would rank Plant/Kin as the second best combo with Kinetics.

    Another combo you might consider for a team-oriented character is Ice/Kin. It is low damage, but provides good melee AoE control for melee characters with Ice Slick followed by Arctic Air. Your teammates will become killing machines while not being attacked much.

    Elec/Kin has some nice synergy, much like Ice/Kin, but it is also low damage.

    I have an Ill/Kin, and while both sets are great, they have some synergy problems . . . like Phantasm trying to knock your Transferance and Transfusion targets back so that you miss the heal.

    Any ranged set can be played in melee, so there are plenty of people who like Earth/Kin, Grav/Kin and Mind/Kin. But I don't think they have the best synergy.
  23. Quote:
    Originally Posted by Calyen View Post
    I've actually found that Tree of Life is useful when leveling. There have been times when I'll hit an endurance crash and be unable to heal myself or my team. The tree helps just enough for me to get some endurance back enough to pop another heal.

    Good information though. I can see how Seeds can be useful. I hadn't taken them while leveling because confuse lowers the xp return but I can see it's usefulness at 50 especially in trials.

    The fly io in swift isn't for increased speed in fly but to boost movement while in hover. It gives enough of a boost to movement that I don't have to run unless the tank is just plowing through stuff.

    For Heat Exhaustion, I guess I always thought it was lackluster. Since I haven't been up against AVs while leveling i never realized how good it could be. I'll have to fix that.

    As for Super Speed vs Stealth, I thought Speed would have a much higher end cost than it does.
    I can see where you may have use Spirit Tree some leveling up, but once you have your healing powers and other powers properly slotted, it shouldn't be needed. It is not worthless, but a low priority. On fast-moving teams, you will rarely have a chance to plant the Tree.

    People have been Confused about Confuse for a long time. I even wrote a long section about Deceive and the Confusion over Confuse powers in my Ill/Rad guide. (This misconception is a bit of a pet peave of mine.) As long as you, your team and your pets are doing the majority of the damage, you actually get BONUS XP from using Confuse powers . . . you get XP you didn't earn. For example, if you, your team and your pets only do 50% of the damage to the target of a confused foe, you get 80% of the XP, or 30% more than you actually earned. The net effect of confuse powers is that you kill stuff faster, thereby earning more XP over time (even if your XP per foe might have been slightly reduced . . . there are an unlimited number of foes).

    In reality, the Seeds+Roots combo insures that you do damage to all of the foes. You will have very little damage done by the confused foes -- it will be rare that you will lose 10% to damage done by your confused foes, and some of that you get back as a bonus. More importantly, Seeds+Roots is awesome AoE control -- the foes don't attack you, and they are Immobilized in place while they take damage over time CONTAINED, so they take double damage. It is actually better than an AoE hold, because they are being damaged while controlled.

    Many people consider Plant Control to be the best AoE control set in the game because of the early, powerful effect of the Seeds+Roots combo. Many people argue that Plant Controllers are overpowered, especially compared to Mind Controllers with Mass Confusion.

    You won't have to worry about Flightspeed in Hover if you make an easy Fly/Hover toggle bind . . . one touch of a key (or, what I use is an extra button on my mouse) and you will flip between the powers. Try:
    /Bind H powexecname Fly$$powexecname Hover
    Use any key you want for "H."
  24. Plant Controllers are AoE Control and Damage specialists. The single most important power in the Plant Control primary is Seeds of Confusion. It is the signature power, much like Phantom Army for Illusion. It should be taken at level 8 and 6-slotted quickly. Standard SO/common IO slotting would be 2 Acc, 2 Confuse, 2 Recharge. With IOs you can fit in some Range or EndRdx in there, too. But you want this power up as soon as possible.

    The core strategy for a Plants Controller is to get in optimal position to throw Seeds and get as many as possible, then lock them down with Roots for the Damage Over Time. If you aren't using the Seeds+Roots combo as much as possible, then you are underutilizing your controller. Creepers is a nice Alpha at times and adds a lot . . . probably the third most important power in the set.

    Strangler: Slotting for Damage is OK, but this is most importantly a Control power (since you should be using Roots and Entangle for damage) Slot it for Acc, Hold and Rech (default is 2/2/2). With IOs you can add some Damage or EndRdx.

    Roots: I disagree with Carnifax here -- 6-slot Roots to cap for Damage with decent Accuracy and some Recharge, as it has twice the damage of other AoE Immobs. You don't need to slot Immob since the duration is already longer than its recharge. 2 Acc, 3 Dam, 1 Rech. More Recharge really helps you spam it for more damage, and EndRdx is also needed. This is your main source of Damage.

    Entangle is a skippable power, but OK for some single target Damage Over Time. Slot it like a damage power, minimum of 1 Acc, 3 Damage. Recharge, more Accuracy or EndRdx are options for additional slots and/or IO slotting. Again, the Recharge is much shorter than the duration, so it does not need Immob.

    Level 8 -- NOTHING is more important than taking Seeds of Confusion here.

    Spirit Tree: For a Plant/Therm, this power is completely skippable. It is a fixed regen boost, mainly useful for AV fights. Only take it if you have nothing better late in the build.

    Defense slotting in general and in Hover and Stealth in particular: Unless you have other Defense to stack, slotting for small amounts of Defense is mostly wasted slots.

    Fly: Since I-18, Fly is automatically at Flightspeed cap with no enhancements. Therefore, slotting Flightspeed in Fly (or Swift) is a compete waste. A single EndRdx is all it needs, unless you want to put a Stealth IO or a Zephyr -Knockback in there. Flightspeed only gives any benefit to Hover.

    Creepers is a power that has been heavily debated. Recharge, then Damage or certain Damage procs (The Impeaded Swiftness and Posi Blast appear to work all the time, the others don't work all the time.)

    Stealth: Why not take Super Speed instead? The Defense in Stealth is nearly worthless and suppresses. Super Speed gives the same stealth, plus a travel power. AND you can put a Celerity Stealth in Super Speed for full invisibility. AND it can help you get in the optimal position for Seeds quickly and without being seen. AND you can slot a Zephyr -Knockback if you want (but the Karma ones are cheaper). I generally slot my Super Speed with an EndRdx and the Celerity Stealth proc.

    I'm not exactly an expert at Therm, but skipping Heat Exhaustion is a mistake.

    I'm not a big fan of Vengence or the Leadership pool as a whole, but many people like them. Vengence is a very situational power and those slots can probably be better used somewhere else.
  25. Quote:
    Originally Posted by Wassabi View Post
    It's not my fault! My HP died after 2 years (POS)... So to save money I just use the wife's Mac... Since I purchased the Mac version and all ... For the in-game perks. And after buying a new house..., and I mean just now; close tomorrow morning, my budget is curtailed for a while buying the things necessary around the home; new flat screen 55"-60" and the surround sound to go with it... And then the pool.

    Until all that... I suffer on a Mac.

    I feel your wife's pain.
    OK, I understand being on a tough budget. My Asus Laptop is still going strong after 2.5 years, but those new ones sure look purty.

    She is not feeling the Mac pain . . . she is in denial. She's convincing herself that the Mac is the greatest thing ever . . . regardless of the evidence.

    The worst part is that her Mac didn't work well on our old wireless router, so she had to go out and buy a new Apple one. Ever since then, about twice an evening, my happy little Asus machine (still running Vista without problems) will inexplicably disconnect from the Internet for about 20 seconds. Grrr. Crappy Apple stuff.