Local_Man

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  1. Quote:
    Originally Posted by Yat Man View Post
    No one has said Fire/Rad yet? Granted, its a total end hog but you can't deny how well the powers compliment each other. Fire cages to immob all enemies. Radiation Infection and Enervating Field to debuff damage and defense. Fire cages to whittle away their health. Choking cloud to hold minions and Lt's. All the while fire imps are taking out everything around you. I used to farm faster than fire/kins with my fire/rad before I lost my farm map....

    Have to also agree Ill/time is an awesome combo.
    Fire/Rad/Psi is the "classic" synergy combo, mainly due to Choking Cloud+Hot feet, with Accelerate Metabolism providing a buff to Recovery and damage. Flashfire+Fire Cages from range, run in with HF+CC running and the Imps trailing behind -- Choking Cloud has time to develop its hold on foes before the stun wears off while Hot Feet chips away at their health. Even if a foe breaks out of the hold, the slow+fear in Hot Feet will cause the foe to slowly try to run away until a hold pulse hits. Enervating Field helps buff damage so everything dies faster. When Flashfire is recharging, you can always run in to use Cinders or EM Pulse (although EMP is better as a panic button power). Psi provides Indomidible Will for mez protection. Put together a team of Fire/Rads and everything dies quickly -- the synergy of a team of Fire/Rads is amazing.

    And this all worked even on SOs. Now add that KB-to-KD proc into Bonfire for even better control+damage, and a bunch of damage procs to Fire Cages for AoE damage.
  2. Quote:
    Originally Posted by sypher_vendetta View Post
    hey all, so i was thinking of making an illusion character, and ive called him nightmare x, i wasnt sure if i should pair radiation with him, since its supposed to be the best combo, or go with thermal, if anyone has any ideas or suggestions within reason please help i would love to know what would be a good choice, the only reason ive not chosen radiation outright is because it is too common and prefer something different for a change many thanks.
    Illusion as a primary works with all of the secondaries. No matter what secondary you choose, I suggest you take a look at my Illusion/Radiaiton guide, as it will give you a lot of information and strategy on using the Illusion primary. But here's a quick run-down:

    Illusion is quite a bit different than other control sets. It has only two AoE control powers, its PB AoE hold and a fear-inducing pet. The damage is limited to single target, except the pet has a cone attack that it tends to use on single targets. It has two forms of invisibility and a wonderful no-aggro single target confuse. It has no AoE damage.

    The key to Illusion builds is Phantom Army. PA are three unbuffable, invulnerable pets that last 60 seconds and recharge in 240. Illusion has lots of othe great powers, but PA is the key to the set. With about 205% global recharge, you can have PA recharge just as they expire, also known as "Perma-PA." While you can have a very good character without perma-PA, that is generally the goal for the end-game. In any event, you want as much Recharge as you can get.

    Additionally, since PA cannot be buffed, you can only improve their performance by using debuffs on the foes. Resistance Debuffs will increase the damage done by PA, while Defense Debuffs will improve PA's accuracy.

    The other key thing to understand about Illusion is the unique Spectral Damage, where some of the damage heals back after a few seconds unless you can defeat the foes before the heal-back. This gives Illusion good burst damage but weakens its longer term damage. My guide discusses Spectral Damage and strategies to make good use of it.

    Only two secondaries offer a Recharge buff and debuffs to Resistance and Defense: Rad and Time. Kinetics can give you a Recharge buff but no debuffs, while several other secondaries have debuffs but no Recharge buff. For these other sets, it takes a lot more Recharge bonuses from IO sets to get Perma-PA.

    Ill/Rad has long been one of the best builds in the game, and was well known as an AV killer even before IOs. It gets 30% Recharge from Accelerate Metabolism. It has debuffs in two toggle powers that make it easy to set and forget when fighting tough targets. Several other things make the secondary appealing -- a self-heal, a Recovery self-buff, an AoE Slow that also has a large -Regen effect, a second (much more powerful) PB AoE Hold and two or three skippable powers that can provide flexibility to your build. My guide goes into more detail.

    Ill/Time is pretty comparable. One downside to Ill/Time compared to Ill/Rad is that the Debuffs and the Recharge buff come late in the secondary. But Ill/Time actually has a bigger Recharge buff (50% vs. 30%) and some pretty nice powers overall. And because Time is a fairly new set, Ill/Time is much rarer than Ill/Rad.

    After those two, I would say the next best two combos are Ill/Cold and Ill/Dark. Ill/Cold has no Recharge buff and no self-heal. But it has an outstanding Recovery buff and very powerful debuffs -- a well-slotted Ill/Cold is probably the best AV killer in the game. Ill/Dark has lots of great powers including a self-heal, good -Regen, great -ToHit, an extra pet, a patch Slow with -Resistance and a nice Defense buff. Both of these have a stealth Aura that, combined with Super Speed or a Stealth IO, allow you to skip both Invisibility powers in Illusion if you choose.

    I would put Ill/Storm pretty close to Ill/Cold and Ill/Dark, except that Ill/Storm tends to be very chaotic by throwing bad guys all over the place unless you limit the use of some of your powers. The last two powers in the set add some nice damage. Ill/Storm also has the stealth aura and lacks both a Recharge buff and a self-heal, but has a great debuff that also adds control, plus some other control powers.

    Ill/TA is a different kind of build -- I found it to be far more effective always at range. Send the PA, and then stand back and fire off arrows. Illusion may be the best primary to pair with Trick Arrow if you want to try TA.

    Ill/Emp is a popular combo as a great battlefiled healer/buffer. Illusion provides invisibility, confusion and distraction to make it easier to save teammates. Emp really doesn't have much to help Illusion, though. Ill/Nature may be similar, but I haven't really explored the Nature set yet.

    Ill/Kin is another popular pairing, but there are some synergy problems. Illusion is a great set. Kinetics is a great set. Together they are good, but Illusion mostly lend itself to a ranged playstyle while Kinetics needs melee. PA can't be buffed, and kinetics specializes in strong buffs. The Recharge buff will help you get PA out more often when you have foes to siphon off of . . . And Phantasm has knockback, which he sometimes uses just when you are lining up a foe to siphon off of, knocking the foe out of range. Still, some people love their Ill/Kins.

    Ill/Therm, Ill/Sonic and Ill/FF are fairly rare. Therm and Sonic both have Resistance debuffs but no Recharge. Them has a self-heal, but much of the set is focused on buffs, and PA can't be buffed. Sonic and FF are also a buffing sets -- one advantage is that Sonic and FF have partial mez protection.

    I know folks who love Ill/FF even though it has almost no synergy at all -- but it can be really safe . . . just throw out PA and Phanty, then bubble up in Personal Force Field for safety.

    If there is a combo that interests you, try it out. But that's my run down on the pairings with Illusion. Ill/Rad is my favorite and has been for a long time, but Ill/Time, Ill/Cold and Ill/Storm are also great combos. I haven't directly tried Ill/Dark yet, as I already have 5 Illusion Controllers at incarnate levels, but I have a Dark/Dark and have played lots of Dark Miasma so I can guess how Ill/Dark probably plays. For anything other than Ill/Rad and Ill/Time, expect a very expensive build if you want Perma-PA.
  3. Cracked me up . . . just after I saw this "drinking game," I then saw THIS POST. But it is too early to start drinking . . .
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    I strongly feel, and have always felt, that they should add a "water" bar below your endurance. The more water you have the less thirsty you are, etc. With the introduction of water blast it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness. The ironically-named dehydrate power is just one more way in which the devs are slapping us in the face.
    Everybody needs to take a drink!
  5. Anybody who makes those kinds of rants/complaints about his place of employment publicly is unprofessional. I don't care how good/bad an artist he is. The most he should say is, "we had creative differences."
  6. Quote:
    Originally Posted by Synesence View Post
    Your build looks great, Local_Man. If I had the funds, I would do as you have. I followed your advice and spent a few hours analyzing my build, trying to make it similar to yours and finding alternatives for the purple sets. I managed to add the purple procs in, seeing as how they seem very useful, and cheaper than getting the entire set. I had to shift a few slots around, and some powers have somewhat horrible IO sets because my original sets exceeded the bonus caps. I went with /Ice as the Ancilliary, and decided to go more towards a S/L cap instead of ranged. I tried to add as many procs as I could to each attack, and managed to get perma Hasten with the help of Agility. I slotted for Endred whenever I could, and this is what I managed to get. Let me know what you think. Thank you so much!!!

    Edit: I removed the slot in Stamina and slotted it in Maneuvers, and replaced the LotG Def+ with End/Rch and Def/End/Rch.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zempatros: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Hero Profile:

    Level 1: Fossilize
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Endurance
    • (3) Decimation - Damage/Recharge
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (29) Decimation - Accuracy/Damage/Recharge
    Level 1: Gale
    • (A) Force Feedback - Accuracy/Knockback
    Level 2: Stone Cages
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (7) Enfeebled Operation - Endurance/Immobilize
    • (9) Enfeebled Operation - Accuracy/Endurance
    • (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (11) Enfeebled Operation - Accuracy/Immobilize
    • (11) Gravitational Anchor - Chance for Hold
    Level 4: O2 Boost
    • (A) Doctored Wounds - Heal/Endurance
    • (23) Doctored Wounds - Endurance/Recharge
    • (31) Doctored Wounds - Heal/Recharge
    • (34) Doctored Wounds - Heal/Endurance/Recharge
    • (45) Doctored Wounds - Heal
    Level 6: Snow Storm
    • (A) Endurance Reduction IO
    Level 8: Quicksand
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    Level 10: Steamy Mist
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense/Endurance
    • (15) Luck of the Gambler - Defense
    • (19) Steadfast Protection - Resistance/Endurance
    • (21) Steadfast Protection - Resistance/+Def 3%
    • (21) Steadfast Protection - Knockback Protection
    Level 12: Stalagmites
    • (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
    • (13) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
    • (13) Will of the Controller - Endurance/Recharge
    • (17) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
    • (17) Will of the Controller - Recharge/Chance for Psionic Damage
    Level 14: Super Speed
    • (A) Celerity - +Stealth
    Level 16: Freezing Rain
    • (A) Touch of Lady Grey - Recharge/Endurance
    • (33) Impeded Swiftness - Chance of Damage(Smashing)
    • (33) Positron's Blast - Chance of Damage(Energy)
    • (33) Touch of Lady Grey - Chance for Negative Damage
    • (34) Achilles' Heel - Chance for Res Debuff
    Level 18: Earthquake
    • (A) Touch of Lady Grey - Recharge/Endurance
    • (19) Achilles' Heel - Chance for Res Debuff
    • (34) Touch of Lady Grey - Chance for Negative Damage
    • (46) Explosive Strike - Chance for Smashing Damage
    Level 20: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (43) Dark Watcher's Despair - Recharge/Endurance
    • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense
    Level 26: Volcanic Gasses
    • (A) Basilisk's Gaze - Recharge/Hold
    • (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (29) Basilisk's Gaze - Endurance/Recharge/Hold
    • (31) Lockdown - Chance for +2 Mag Hold
    • (42) Unbreakable Constraint - Chance for Smashing Damage
    Level 28: Thunder Clap
    • (A) Razzle Dazzle - Accuracy/Recharge
    • (31) Razzle Dazzle - Accuracy/Endurance
    • (36) Razzle Dazzle - Endurance/Stun
    • (42) Razzle Dazzle - Accuracy/Stun/Recharge
    • (43) Razzle Dazzle - Stun/Range
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Animate Stone
    • (A) Expedient Reinforcement - Accuracy/Damage
    • (36) Expedient Reinforcement - Damage/Endurance
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge
    • (40) Sovereign Right - Resistance Bonus
    Level 35: Tornado
    • (A) Expedient Reinforcement - Endurance/Damage/Recharge
    • (37) Expedient Reinforcement - Accuracy/Damage
    • (37) Expedient Reinforcement - Damage/Endurance
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (39) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    Level 38: Lightning Storm
    • (A) Decimation - Accuracy/Damage
    • (39) Decimation - Damage/Recharge
    • (40) Decimation - Damage/Endurance
    • (42) Decimation - Accuracy/Endurance/Recharge
    • (45) Decimation - Accuracy/Damage/Recharge
    • (45) Devastation - Chance of Hold
    Level 41: Ice Blast
    • (A) Thunderstrike - Damage/Endurance
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 47: Ice Storm
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (50) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Containment

    Level 1: Prestige Power Dash
    • (A) Run Speed IO
    Level 1: Prestige Power Slide
    • (A) Run Speed IO
    Level 1: Prestige Power Quick
    • (A) Run Speed IO
    Level 1: Prestige Power Rush
    • (A) Run Speed IO
    Level 1: Prestige Power Surge
    • (A) Run Speed IO
    Level 1: Sprint
    • (A) Quickfoot - Endurance/RunSpeed
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run

    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (5) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (7) Performance Shifter - EndMod
    • (46) Endurance Modification IO
    Level 50: Clarion Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    Level 50: Assault Radial Embodiment
    Level 50: Cryonic Core Final Judgement
    Level 50: Agility Core Paragon
    ------------



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    A few little tweaks I would make to your build. You single slotted Ice Blast and put a Decimation set in Fossilize. Some folks slot the single target hold only for damage, but I prefer a mix of control and damage, even if that costs me some damage -- the ST Hold is essential for setting Containment and stacking the hold may be important to hold bosses. I would put the Baz Gaze set back in Fossilize with an Acc/Dam Hami-O or as close as you can get, but you can get hami-Os by running the Miss Liberty TF (formerly Statesman TF) which I think is the WST next week, or at Hami-Raids, if you can't afford to buy them. Then I would move the procs out of Earthquake to add slots to Ice Blast, with a last slot from the Chance for Hold proc out of Lightning Storm. That would let you put 5 Decimations in Ice Blast. The overall benefit would be fewer procs but much better single target damage, and a longer ST Hold, plus an extra 7.5% Global Recharge.

    Gale: I rarely use it, but it has a 10% Accuracy penalty. I'm not sure why you would want to enhance its knockback. I would change that to a common Accuracy. Even with that, it misses too often.

    Super Speed: No need for the Stealth IO, since Steamy Mist+Super Speed = full invisibility. I would replace that Stealth IO (which is expensive) with a common EndRdx IO (cheap).
  7. Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Ella M. Ental: Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11), Posi-Dam%(11)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A)
    Level 6: Quicksand -- RechRdx-I(A), ImpSwft-Dam%(23)
    Level 8: Super Speed -- EndRdx-I(A)
    Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), S'fstPrt-ResDam/EndRdx(13), S'fstPrt-ResDam/Def+(13), LkGmblr-Def(15), LkGmblr-Rchg+(15), S'fstPrt-ResKB(25)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(21), Amaze-ToHitDeb%(21)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 16: Freezing Rain -- RechRdx-I(A), ImpSwft-Dam%(17), RechRdx-I(25), Posi-Dam%(27), Achilles-ResDeb%(27), LdyGrey-%Dam(29)
    Level 18: Earthquake -- RechRdx-I(A)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
    Level 22: Snow Storm -- EndRdx-I(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Dam%(33), UbrkCons-Acc/Rchg(34), Lock-%Hold(34)
    Level 28: Thunder Clap -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36), WotController-Rchg/Dam%(36)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(42)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg(37), ExRmnt-EndRdx/Dmg/Rchg(39), SvgnRt-PetResDam(39), ExRmnt-+Res(Pets)(39)
    Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Dmg/Rchg(40), OvForce-Dam/KB(42)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(48)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(29), P'Shift-EndMod(50)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run
    Level 50: Cardiac Core Paragon
    ------------

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  8. OK, I took a look at your build. Here are some of my thoughts. Please note that not everyone agrees with my opinions and there are lots and lots of ways to build a controller -- you need to adjust to your personal playstyle. Also, it is late and I may have said something stupid. I may go back and fix it later.

    I'm not a fan of using Leadership (or Fighting Pool) on a */Storm controller because /Storm is so endurance heavy. I can see taking Maneuvers if you are making a defensive build, but Tactics on an Earth controller is not needed since Earth has tons of Defense Debuff. Quicksand alone has 25%, and many of the other powers have 20% -- between the huge amount of Defense Debuff and the accuracy bonuses you get from sets, you shouldn't need Tactics. Assault is OK on a team-focused build, but the endurance cost is heavy. (One of the guys I regularly team with decided to, despite my advice, take Leadership on his Plant/Storm. He later respec'ed out, agreeing that the endurance cost was not worth it.)

    I see you have Super Speed, and I like SS since Steamy+SS gives full invis. I tend to run it all the time with Steamy Mist for full invis and fast movement (except for when suppression hits). As a result, I put an EndRdx in the default slot. (I would probably move it earlier in the build to 14. Invis is very helpful on low level TFs.)

    About Defense: You can do very well on an Earth/Storm without slotting excessively for Defense -- it just takes more strategy and a willingness to run away when you can and rarely faceplant when you can't. But then, debt is a miniscule issue so an occasional faceplant is no big thing. On the other hand, it is not too difficult to get a moderate to decent amount of defense if you start with one of the defensive armors, Mace, Ice or Earth. Ranged Defense is certainly worth considering since you have Hurricane to protect you from melee, and most mez powers are ranged. But you may have to give up some goodies (like procs) or some effective slotting to get capped defense. It is a personal choice, but it can have a big impact on your build.

    My default APP set for an Earth/Storm is Ice. Hibernate is a one-slot wonder, letting you recover health and endurance in an emergency -- useful since Storm lacks both a self-heal and any Recovery buff power. Two AoE attacks provide nice options. It has a S/L Defense shield (that looks much better than the Earth one) and a great single target blast with a very-rarely resisted damage type. It is also a ranged set, while Earth is melee-oriented. I consider Earth/Storm to be a ranged set. The Mace PPP is certainly worth considering since the armor is the best defensive shield available to controllers, plus you get an extra pet but no self-heal or Recovery. On the other hand, Leviathan PPP gives you Hibernate and Waterspout and an extra pet, but no defensive armor. (I like the Earth APP on more melee-focused controllers, like my Plant/Kin or Fire/Kin or Elec/Rad.)

    My comments will probably suggest changes that far exceed the slots you have available. Unfortunately, you will need to make those choices. I'll post my current build as an example, but it has a bunch of purples in it.

    Fossilize: 4 Baz Gaz is OK, but this power can be an important source of damage. I like to finish out the last two slots with some damage -- and Acc/Dam Hami-O and a common Damage provide consistant damage. Procs are good, but the damage is inconsistant. The damage from procs averages out in the long run, but Murphy's Law always makes it miss when you need it. (Why is it that I always seem to miss whenever a foe has just a sliver of health left?? Then I have to waste a heavy damage attack on that foe . . . but I digress . . . ) On the other hand, if you are going for Ranged Defense and don't care about damage, you could slot a full Lockdown set. If you want the damage, you can slot Thunderstrike.

    Stone Cages: Will of the Controller is OK here, but if you want more damage, you could slot up Stone Cages with Acc and EndRdx and a lot of procs. Then you could put Will of the Controller in Stalagmites. Whenever possible, I like to put the Grav Anchor Chance for Hold proc in an AoE Immob because it is so good.

    Quicksand: I don't consider the Turtle proc worth slotting. Recharge debuff only matters if you have a lot of it for a long time, not a 20% chance of 20% -Rech for just a few seconds. The proc is You already have a lot of -Rech in Snow Storm (62.5% when the cap is 75%) on a toggle, so the proc provides almost no benefit. I tend to use Quicksand a lot, so I always put some recharge in it. Then, if I have slots to spare later, maybe an Impeded Swiftness damage proc. Strategy-wise, I use Quicksand underneath all of the other AoE controls -- Stalagmites+Stone Cages, Earthquake and Volcanic Gasses. The huge Defense Debuff in Quicksand makes it easy for everything else to hit.

    Steamy Mist: Since I run this all the time, I would like more EndRdx in it. I would add the LotG triple. Also, this power can take either the Karma or Steadfast -Knockback proc and if you are slotting for personal defense, you can also put the Steadfast +3% Defense here. Some folks like to slot for Resistance, too, but I don't think you have the spare slots.

    Stalagmites: One of the three core AoE controls for Earth Control is You took it as soon as possible, which is good. I've seen some folks delay it, which I think is not good. Stupify is a good set, a little low on the Recharge so you could put Recharge in the 6th slot if it is your primary AoE Control. Or if you are going for Ranged Defense, you can put the proc in, but that proc is not very helpful otherwise. Or you could put Will of the Controller here, which has great Recharge and Ranged Def -- I think is a good choice unless you are slotting the purple set. I tend to use Stalagmites a lot, as it is the best Alpha control you have, plus it will stack with Thunderclap.
    Combat Jumping is good, but I would move it farther back in the build. I wouldn't bother with the Kismet proc for the same reason that I wouldn't bother with Tactics -- plenty of Defense Debuff makes it unnecessary.

    Freezing Rain: Best power in Storm. I like to slot it with 2 Rech, and then the procs from Achilles Heel, Posi Blast, Lady Grey and Impeded Swiftness. I would not bother with the Turtle proc since Freezing Rain+Snow Storm puts you over the cap for -Rech. (Take a look in Mids at how much the Impeded Swiftness proc in place of the Turtle proc will increase your damage.)

    Earthquake: One or two Rech is all it needs, depending on how much global recharge you have. I'm not sure that it really needs the ToHit Debuff enhanced since, well, they are mostly bouncing and can't hit you anyways -- not worth the slots. If you have slots, Earthquake can take some damage procs.

    Hasten: I generally use 3 Rech unless it is perma, but you can get as good as 3 by buffing up 2 with Enhancement Boosters, so 2 is fine.

    Maneuvers: OK if you are going for a Defense build or to help the team, but I consider the endurance cost to be too high for a Stormie. At least put the 4th slot in there to get the End cost down if you keep it, but finding the slot may be tough.

    Volcanic Gasses: This power has an odd way of working by spawning several pseudopets. As a result, procs have more chances to hit. So slot it with a damage proc if you can. I have 5 Unbreakable Constraint (including the damage proc) and the Lockdown proc. You wanted to avoid purples, so the Baz Gaze set is OK, but the enhancement values are a bit low. Another option if you are going for Ranged Defense is the full Lockdown set.

    I would take Thunderclap over Tactics any day. When you have another stun to stack with Thunderclap, you can stun bosses. (Besides, it looks cool.) Stalagmites-Cages-run in-Thunderclap and everything is stunned. Plus, Thunderclap can easily be made perma even if it's only mag 2. On */Storm controllers who lack an AoE stun, Thunderclap is more skippable.

    Animate Stone: You have both Resistance procs in Rocky! good! You could buff his damage slightly by replacing the Dam/End/Rch, but the Regen bonus may be worth it to you. It's good the way it is.

    Tornado: I'm not sure the Chance for Build Up proc is worthwhile, but I really don't know. That might take some testing. I like that proc in Illusion's PA and Fire's Imps (because there are three pets so the chance to proc is much higher), but I'm not sure it provides much benefit in Tornado.

    Lightning Storm can be slotted for Recharge with Decimation, or for Ranged Defense with Thunderstrike. The Devastation Chance for Hold proc is nice in this if you can fit it in.

    I'm not a fan of Hurl Boulder -- it is too slow even though it does good damage. I consider Earth APP to be a melee set, so I don't take Hurl Boulder. Fissure is a nice power if you are in or near melee, but the range is very short. Seismic Smash is a great melee attack with hold, but you have to be in melee. The Rock Armor is good S/L defense, but its ugly. Earth's Embrace does a nice job at filling the lack of a self-heal, but you don't get any power to help endurance.

    Build in next post:
  9. Going through a build and analyzing takes a while. I just did one for a Grav/Storm . . . I'll try to get to yours soon. Have some patience, paduwan.

    I would help if you explain some about your playstyle: Solo or team, or mixed? Are your teams mostly PUGs or do you have a regular group you run with that has a certain make-up? Do you stay back out of melee, get near melee or into melee?
  10. I have maintained two accounts for years . . . my first started Christmas after launch, and the second was three months later for a wife who no longer plays. Just before Freedom when live, NC Soft offered Premium accounts for $1.99, and I purchased several for my kids who were casual players.

    My daughter played for a while, but then moved on to other things. The youngest son would play for a while, then do other things, then come back to CoH. At the end of this summer, he really wanted to go VIP, so I bought 2 months for him. That's the only extra I have spent beyond my 2 subscriptions. I've been through some tough times in the last 18 mos., or I probably would have bought more. (Or maybe not . . . I'm usually a bit of a cheapskate.)
  11. Just taking a quick look at the build, I have a few comments. It is kind of dangerous to proclaim that you have a "perfect" build -- There is always someone out there who can come up with a way to improve it:

    Stone Cages: I would replace the Immob with the Grav Anchor Chance for Hold proc. The Immob duration on Cages is way, way past its recharge. That Chance for Hold proc is wonderful as it hits often.

    I've never bothered to slot up Howling Twilight. As a Stun, it is only Mag 2 with a slow recharge. Admittedly, it can stack with Stalagmites to stun bosses, but how often do you do that? I would probably use those slots somewhere else, like in a single target blast.

    Shadowfall: You have a Karma -Knockback in Maneuvers. Why not move it here, so that you will have it when you exemp down? Also, Shadowfall only provides 1/2 invis. You need either Super Speed or a Stealth IO for full invis -- which is very nice to use for leading Rocky into battle to be your tank.

    Earthquake: Do you really need to slot this up for ToHit Debuff when you have so many other powers that do it better, like Darkest Night? I would move those Dark Watcher IOs to Darkest Night, and just slot this for Recharge.

    Fade: Why do you have the Def/End when you could have used the Def/Rech? You could then move one of those Recharge out of the power and still have it perma.

    Super Jump: As I said earlier, I recommend Super Speed or, if you want to keep SJ, at least put a Stealth IO in it for full invis.

    Combat Jumping: You have a second -Knockback here. Only one (mag 4) -knockback will handle about 92-93% of the knockback in the game. Almost nothing is in the Mag 5-Mag 8 knockback range, so having two -knockback procs is virtually worthless. Either stick with one, or go to three. Three will give you protection to about 98% of the knockback in the game. Personally, I feel one is enough, and slots can be used other places.

    Volcanic Gasses: Use the proc! The unique way that VG works, by spawning several pseudopets, means that procs go off more often. So use the Unbreakable proc. I also like the Lockdown proc here as it helps to stack mag.

    Animate Stone: Rocky has a huge amount of Resistance, but adding the two pet +Resist procs makes him nearly unkillable. Plus, I would use more damage here. You could put 4 Expediant Reinforcement, the Sovereign Right proc and an Acc/Dam Hami-O to cap his damage, give him great Acc and replace the 6.25 % Recharge from the Stupify set taken out of Howling Twilight.

    With all of the Defense Debuff in Earth (25% in Quicksand, 20% in most other powers), why do you need Tactics? I would rather have Assault if you are going for Leadership.

    You have only two powers slotted for Damage, Rocky and Ice Storm. Granted, you have a fair number of damage procs, but it will still be hard to kill anything if you solo or want to contribute damage. Your only AoE damage is on a slow recharge. I prefer to slot some damage in Fossilize and add a single target blast--Ice blast works very well. I also prefer Frost Breath over Ice Storm due to the fast recharge, but that's a matter of opinion.
  12. Local_Man

    Aura Controller

    Quote:
    Originally Posted by _Force_ View Post
    List there "Old School"... it's great and all that you are so awesome and want to educate the rest of us, but a bit of defense never hurt anyone, and LEAST of all made it harder to be in melee. And thanks but no thanks on the offer to check out your guide, sounds like a one track mind guide that's way out dated.
    I was responding to your comment where you specifically said, "I'm a Corruptorist at heart and not big into Controllers . . ." I don't claim know everything, but you specifically said you don't know much about Controllers. I never said that there was anything wrong with having some defense. I was simply pointing out that a controller CAN be very effective without Defense. I have a bunch of controllers and a few of them are built for high defense, although most are not.

    As for my guide . . . well, it is the #1 most viewed powerset-specific guide on the Forums. While I certainly express my personal preferences, I worked hard to include many options and different points of view while combining lots of information from lots of sources. I don't think it is "way out dated," since it was updated for Issue 21.
  13. And here is the Defensive build:

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    French Myth-take: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery
    Hero Profile:
    Level 1: Lift -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Gale -- Acc-I(A)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(34), HO:Nucle(43)
    Level 4: Super Speed -- EndRdx-I(A)
    Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 8: Crushing Field -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(19)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(45)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Posi-Dam%(17), ImpSwft-Dam%(21), Achilles-ResDeb%(23), LdyGrey-%Dam(23)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 20: Hurricane -- HO:Enzym(A), HO:Enzym(21)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(31)
    Level 26: Wormhole -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), WotController-EndRdx/Rchg(27), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), WotController-Rchg/Dam%(50)
    Level 28: Thunder Clap -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(29), Stpfy-Acc/Rchg(29)
    Level 30: Combat Jumping -- LkGmblr-Def(A)
    Level 32: Singularity -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(34), HO:Perox(34)
    Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), OvForce-Dam/KB(50)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Disruptor Blast -- HO:Nucle(A), HO:Nucle(45), HO:Centri(45)
    Level 47: Summon Tarantula -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
    Level 49: Maneuvers -- LkGmblr-Def(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
    Level 50: Cardiac Core Paragon
    ------------

    Code:
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  14. Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    French Myth-take: Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Lift -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23)
    Level 1: Gale -- Acc-I(A)
    Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(21), HO:Nucle(37), Dmg-I(37)
    Level 4: Crush -- HO:Nucle(A), Dmg-I(5), Thundr-Acc/Dmg(19)
    Level 6: Propel -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(31)
    Level 8: Crushing Field -- HO:Endo(A), HO:Endo(9)
    Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), Krma-ResKB(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
    Level 12: Super Speed -- EndRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Posi-Dam%(17), Achilles-ResDeb%(25), LdyGrey-%Dam(31), ImpSwft-Dam%(46)
    Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(40)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Stimulant -- RechRdx-I(A)
    Level 26: Wormhole -- WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), WotController-Rchg/Dam%(42)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43)
    Level 30: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(34)
    Level 32: Singularity -- ExRmnt-Acc/Dmg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(34), HO:Perox(34)
    Level 35: Tornado -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), OvForce-Dam/KB(40)
    Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Hold%(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Ice Storm -- Det'tn-Dmg/Rchg(A), Posi-Dmg/Rchg(50), Dmg-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(13)
    ------------


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  15. Quote:
    Originally Posted by Dr_Impossible View Post
    .....his build!"


    I'm looking for some build thoughts from the controller people. By the title, I want to here from Local in particular as we have waxed on this subject once or twice in days of yor.

    I just took my first character, created in May 2005, to 50. It was time, he deserved it, and It makes my first 50 Controller.

    Captain Organic is a Grav/Storm with an Ice ancillary. I have made and played many controllers into the upper levels before, so I have experience with them, but Ive never gone all the way to 50 and I am now looking to final build/respec with set bonuses and so forth. I really don't need to see IO sets if anyone takes a notion to doing a Mid's, I'd actually rather see straight SO/IO slotting per power, but it wood be welcome too. On that vein, the bonuses I will be going for are Recharge, then Acc. Any and all suggestions welcome, up to and including what bonuses may be worth going for.

    Not throwing up a build(yet) because I suck at using these forums, always have(I can't even search correctly) prolly always will.

    P.S. Please talk about Tornado. For many years, it was always difficult to utilize(or so I read) and seems to be more effective now with the Overwhelming force proc. I do not have this power currently.

    Thanks

    -Doc
    Grav/Storm: Are you using this character mainly solo or on teams? Are you a person who likes to take his time using strategy, or do you prefer to run in to melee? It makes a difference on your build.

    I made my Grav/Storm/Ice as a mainly solo character who plays strategically. I enjoyed finding ways to use Wormhole and the various other powers to set up trap areas. I relied heavily upon Singy as a tank to draw aggro and used invisibility to lead him around.

    There are two main builds I have, and the second fully IO'ed out one hasn't been finished yet. The first build is based upon my leveling up build, and focuses more on Recharge. I could have gotten more Recharge if I had added some purple sets. The second build has S/L/E defense capped with about 39% Ranged, but with some changes I could get the Ranged Defense capped (which might be a good idea). However, I try to make sure that the most important powers are well slotted for their purpose.

    As for the build and powers:

    1. Crush is now skippable with the changes to Gravity, so you could take either Lift or Crush here. Nice to have Crush if you have room to add another damage power/high mag single target Immob/Containment setter. I slotted it for damage, and the set depends on your focus. On my first recharge build, I already had 5 sets with 6.25 Recharge, so I used 4 Devastations, but that could easily change. (I skipped Crush on my Defense build.)

    1. Gale gets it one Acc. 2. Grav Dist gets 4 Baz Gaze, plus a little more Acc and as much damage as possible -- I used an Acc/Dam Hami-O and a commmon damage, but arguments can be made that procs may or may not do more damage. You could put a full set of Will of the Controller here, also, especially if you have some purple sets.

    4. Lift and 6. Propel both got 5 Decimations. (In the defensive build, they get Thunderstrike.)

    8. Crushing Field: there are LOTS of options for this power, and it depends on how much you use it. It needs Accuracy due to a 20% Acc penalty, and EndRdx is needed if you use it a lot. After that, you could slot up Damage procs, you could slot it up with the purple set, you could slot it up with the Will of the Controller set, or you could use Enfeebled Operation if you want S/L Defense.

    10. Steamy Mist: I used to slot this for Resistance, but for a while I have agreed that it is better slotted for Defense. I use 4 Luck of the Gambler including the Recharge. This will also take either a Karma or Steadfast -Knockback, a Steadfast +3 Defense proc or can slotted up for Resistance in addition to Defense.

    12. Super Speed, combined with Steamy Mist provides full invisibility and some great maneuverability. I put an EndRdx in it, as I run it most of the time. If you don't like Super Speed, then you can put a Stealth IO in Fly or Super Jump.

    14. Hasten. 16. Freezing Rain -- I really like to slot this up with procs. I use 2 Rech, and then the procs from Achilles Heal, Posi Blast, Lady Gray and Impeded Swiftness.

    18. Grav Dist. Field -- I have it but don't use it much. 4 Baz Gaze, maximizing Acc. If you use it a lot, you might want to add an extra Acc/Hold/Rech from another set.

    20. Hurricane -- 4 Dark Watcher is pretty standard, maximizing EndRdx. If you want to minimize slots, you could use 2 Enzyme Hami-Os. I use this situationally, but I find that I use it more on my Grav/Storm than any other Stormie because positioning and the ToHit Debuff is more important with Grav/Storm. I love to Wormhole foes into a corner and hold them there with Hurricane while I beat up on them. Even better is to set up a "corner of doom," by preparing a Lightning Storm, Tornado and Singy in the corner before Wormholing the foes in, hit them with Freezing Rain and Crushing Field, and then beat them up.

    22. Optional pick, but I took Combat Jumping, slotted with a LotG Recharge. Since I like to run around and Herdicane, then the Immob protection is CJ is needed. If you want to take the Fighting or Leadership Pool, then you could take one of them here.

    24. Another optional pick for Fighting or Leadership, or something from the Medicine Pool. My Rech build chose Medicine Pool, but my Defense build went for Fighting.

    26. Wormhole can be slotted with Stupify, Will of the Controller or the purple Absolute Amazement set. 28. Same with Thunderclap, but Thunderclap doesn't need as much Recharge, so I used 5 Stupify.

    30. Another optional pick for Fighting or Medicine or Leadership.

    32. Finally Singularity -- I like to boost his Resistance to make Singy even tougher. 4 Expediant Reinforcement including the Resist proc and as much Acc/damage as I can get, plus the Sovereign Right Resist proc, and a Perox (Dam/Mez) Hami-O. The Hami-O will buff both Singy's Hold and Immob.

    35. Tornado with 4 Expediant and the Overwhelming Force proc. 38. Lightning Storm can be slotted with Thunderstrike for a Defense build, or several other things, but I went with Devastation with the Chance for Hold proc in my Recharge build. Tornado is AUTOHIT so you don't need to slot for Accuracy.

    Ice APP has two AoE attacks, a good S/L Defense shield and Hibernate as a panic button power. Both AoE attacks can be slotted with Posi Blast. However, on my Defense build, I went with the Mace PPP. The Armor for Mace is S/L/E, and you get an extra pet. I also added Maneuvers for more Defense.

    I'll post both builds. I wouldn't say they are perfect, but they are a good place to start. Here's the Recharge build. I did use purple IOs in Tornado, because I already had 5 sets with 6.25 Recharge. You have plenty of accuracy bonuses, so that side is covered:
  16. Local_Man

    Aura Controller

    The classic example of an effective "aura" controller is a Fire/Rad/Psi, which was a combo I was playing long before IOs. Flashfire+Fire Cages from range, run in with Hot Feet+Choking Cloud running and the Imps trailing behind. Throw down EF on someone who will last a few seconds, Char the boss, use RI if the spawn will last past the duration of Flashfire's stun. Indomidible Will protects from mez, and the combo of Mind Over Body's Resistance and Rad's heal can usually handle any damage the controller takes. Throw out Psi Tornado for a little bit more AoE damage.

    I actually have two of these on different servers. Neither one has built up defense -- I mainly focused on Recharge and Recovery for the build. The new KB-to-KD proc has made Bonfire into an effective control alternative. And a team of Fire/Rads will still wipe out a map faster than just about any other team.

    If you don't know how to make a controller without a bunch of Defense, then make one that plays best from range. If you want a good example, take a look at my Illusion/Radiation guide. Distraction+Invisibility+Control means you can get by without defense quite easily. It just takes more strategy.
  17. Quote:
    Originally Posted by Amethyst Rose View Post
    As a grammar Nazi myself, I'd like to take this opportunity to hang my head in shame.

    And I can't edit it..... Ahhhhhhh -contemplates deleting thread- >.>
    Just before seeing this guide, I saw an article on a well-established web site where "there" was used when it should have been "their." As a result, when I saw the title of this guide, I was already in "grammarian-overload."

    (I would delete the thread, myself, and re-post the guide.)
  18. I know this may get me labeled as a grammar nazi, but your title should be:

    Incarnates and You or Now You're 50

    If you can substitute "you are," then use "you're." If you can substitute "belongs to you" after the word, then use "your." Sorry, but it was bugging me.
  19. Quote:
    Originally Posted by Ecclesia View Post
    Pretty simple, just looking for the best 'resist', or highest resist, build I can make? A full guide would be great but at LEAST looking for what AT and power-sets to choose.
    By the way, this section is for actual posted guides, not questions. If you have questions like this one, you should post in the "Player
    Questions" section, not here. That applies even if you are asking for a guide.
  20. Quote:
    Originally Posted by starphoenix View Post
    He lived a long good life so there is nothing to be sad about.
    That's a bit of a heartless comment. Folks can be sad about the passing of even an older person for many reasons. Many people live past 87, and some authors continue to write past that age. People who knew the man can be sad about the loss new ideas, old memories, comments or simply the time spent with him.

    Harry Harrison wrote several books and stories that I have enjoyed over the years. His book, "Make Room! Make Room!" addressed an issue that once seemed to be an important issue, overpopulation. Jim DeGriz a/k/a The Stainless Steel Rat was a wonderful character contributed to the Science Fiction genre. Mr. Harrison will be missed.
  21. Just a guess, but since the horrible Electra movie was made after Daredevil, maybe the time period of inactivity started later? Kind of like a statute of limitations . . . Fox gets a specified period of time after the last film was made to start the next? Since Daredevil was made earlier, Daredevil's time ran out sooner. That would mean that even Electra will go back to Disney/Marvel after a little while longer, assuming that Fox doesn't make another Electra movie.

    One downside to Disney/Marvel getting its characters back is that there will probably be fewer movies overall. Look at this year: Avengers was the only Marvel Studios movie, but other companies also made Amazing Spider-man (pretty good) and Ghost Rider (no comment).
  22. I explained in my Ill/Rad guide how Illusion and Radiation have a special synergy. Now, Time Manip also has many of the same benefits.

    In particular, Illusion's key power is Phantom Army. Because they can't be buffed, you can only make them better with Defense and Resistance Debuffs. Plus, getting a Recharge buff makes it easier to get them perma. Radiation has a 30% Recharge from Accelerate Metabolism, plus a Defense Debuff in Radiation Infection and a Resistance Debuff in Enervating Field. Time has a 50% Recharge buff in Chrono Shift, and a Resistance and Defense debuff in Slowed Response. Both sets add an AoE Slow to help with Illusion's lack of AoE Control.

    While all secondaries work well with Illusion, and all primaries work well with both Rad and Time, Ill/Rad and Ill/Time have strong synergy.

    If you want the ultimate AoE Control character, Earth/Trick Arrow is huge. It has two of:

    Single Target Immob
    Single Target Hold
    AoE Hold
    AoE Slow
    AoE Knockdown
    AoE Sleep

    Only Earth's AoE Sleep is PB AoE; all of the other powers are ranged. Of the three remaining powers in Earth, Stalagmites+Stone Cages is another Ranged AoE combo, plus Animate Stone is a very sturdy aggro magnet. TA's remaining three powers are debuffs.

    Earth/Trick Arrow is the one combo that could arguably be said to have too much control.
  23. Quote:
    Originally Posted by Tenzhi View Post
    Not only do I find myself *not* finishing most of these quotes, I find myself sadly wondering what I was supposed to be finishing them with. "Sadly" because I'm familiar with the sources.
    I agree. I've seen most of the films, I'm getting probably more than half, but it would really help if the movie was named. A few are easy, but a lot of them are not, in and of themselves, classic lines -- more like favorite lines.

    From Blazing Saddles:

    Lillie von Stupp: "Is it twue what they say about you people? . . ."
  24. Quote:
    Originally Posted by Anti_Emporer View Post
    I figured since earth control has -knockback in it's aoe immo I'd be okay.
    Stone Cages has a 20% accuracy penalty. Even with a bunch of accuracy slotted and some global accuracy, it still misses. Tornado tends to skip around a lot between targets, so if any foes were missed, 'Nado is likely to find them. Plus, the Tornado often runs around in a wider area than your cages. The proc provides a bigger benefit to Ill/Storm, Mind/Storm, Grav/Storm and Elec/Storm who don't have the -knockback AoE Immob, but it still helps with other combos. It is not essential if you really need that slot for something else -- but I really like it.
  25. Concept usually trumps just about everything else. So if you have a concept you like, try it.

    My experience with Gravity wasn't very good for a long time. I tried several combos, but Gravity's lack of AoE control in low levels made it hard to continue. The other control sets have some kind of AoE control or protection by level 12, but not Gravity. I finally paired Gravity with Storm, and that worked thanks to the combo of Freezing Rain and Crushing Field with no knockdown protection. Add in Hurricane for personal protection and the added damage from Tornado and Lightning Storm, and it was a really fun combo, mostly solo.

    Of course, that was long before the new secondaries. To me the question is whether a secondary will work well with Gravity while leveling up depends on whether that secondary can somehow make up for Gravity's lack of Aoe control in the low levels. I can see Grav/Dark working since Crushing Field+Darkest Night would provide some decent protection. Time has Distortion Field to provide a little bit of soft control, but other than that, not much AoE in low levels. The Recharge with Crushing Field will slow down foes' attack rate, but whether that's enough is up to you.

    Once you get to level 32 and Singy, then Gravity becomes much, much better. Singy makes more of a difference to Gravity than any other pet makes to its primary (in my opinion). The way I play Gravity, Singy becomes my Phantom Army, drawing aggro while I take down foes one at a time. The last three powers in Time will be a huge help, but they won't add more types of damage the way the last two powers in Storm do.

    Grav/Dark should be pretty good. I've considered rolling up a Grav/TA, as those powersets will probably go well together, but what I'd really like is a Grav/Traps.