Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Quote:
    Originally Posted by Carnifax_NA View Post
    Choking Cloud? Isn't it Fallout at 35?
    Yes, dumb me . . . I wasn't thinking. Fallout is skippable on almost all Rads. Sometimes fun to have, but skippable.
  2. Quote:
    Originally Posted by Wassabi View Post
    I wish I could make Mids work on a Mac so I could start exploring the possibilities...

    I wish I could program on a Mac so I could make a version of Mids.

    Agh the torture.

    I'll have to load everything on a USB and waste a day standing around BestBuy "testing" a laptop.

    The things I do for all my Alts.
    My wife went out and bought herself a Mac because all of her snooty writer friends said that they were better. Every time I her her complain about things that she can't do on her Mac, I have to hold in the laughter and I-told-you-so comments . . .

    As for the news . . . more choice is always good. Choking Cloud is skippable on lots of Rad builds (but not Fire/Rad, Elec/Rad or Ice/Rad), and EM Pulse could easily be postponed. It won't help Kin or Cold. Most of the others have a power that could be skipped or postponed to fit in an Epic earlier.
  3. Quote:
    Originally Posted by tanstaafl View Post
    If you have perma-dom level recharge, I'd say put it into mass confusion.

    I dont often use the ST confuse as mass confusion is up for most fights, and if not, theres many other things I'd be doing over ST confuse.
    In Mass Confusion, the proc increases the mag so that you MIGHT be able to get a boss or two confused. In the single target Confuse (which I use a lot), it turns a single target confuse into a mini-Mass Confuse when it hits. The single target Confuse lets you take foes out of the fight before it begins, including foes outside of your AoE, ambushes and adds, etc.

    I think the Proc is more useful in the single target confuse.

    And World of Confusion is pretty much an auto-skip power unless you want it as a set mule. However, the proc is wonderful in Arctic Air.
  4. Most people who have tried it dislike it . . . but a few people say they like it. I tried it when it first was added to the APP set and was thoroughly unimpressed with the low mag and tiny AoE. On an Elec/Rad where you are already getting stuff into melee range . . . maybe it is worthwhile. You could slot it with a couple of damage procs (Cacaphony and Malaise Illusions) to get a little bit of damage out of it.
  5. Quote:
    Originally Posted by Enantiodromos View Post
    The very best PvE controller for high end large teams will always be a */kin. The close runners-up are */Rad and */Storm. Other sets are out of the picture.

    Secondary matters more than primary here, but the strongest primary is definitely Plant/*. Which primary is next-best really does depend on whether you have offense or defense in mind. For offense, Fire/* is second. For defense, Earth/*, closely followed by Ice/*. Mind/* and Gravity/* are out of the picture.

    Note also that I did not place Illusion/* or Electric/*. Illusion might belong in the primary list with Fire/* or as its close runner up, but my experience with and study of it are not 100%. I'm even less sure of Electric/*. I don't play or study either much, but as you're not talking about soloing bosses, etc, I'm fairly sure Illusion's not at the top of the list, and I don't think Electric has anything game-changing.

    The best high-end PvE controllers are plant/kin, followed by plant/rad, plant/storm, fire/kin, earth/kin*. I'm pretty confident that my logic holds true for third tier bests: Ice/Kin, Earth/Storm, Earth/Rad, Fire/Rad.

    The rhetoric about all builds being equal or nearly so is miles off the mark, and can be attributed to the way people naturally tend to identify with their own builds, etc. I grant that some of my views on what's best may even be misinformed. But there're huge differences in performance and fun that are quite independent of "how you play," etc.

    * But didn't something with Earth/Kin get un-loved a year or so ago? I can't remember.

    BTW Marvalis, having a Plant/kin and a Plant/Storm, I really, really like the /Storm a lot more. But this is sentimentality and a tendency to solo, on my part.
    While I mostly agree with Enant's analysis, one down-side of Kinetics is survivability . . . since you are in melee most of the time, */Kinetics controllers tend to faceplant a lot more. Even if you are not drawing the aggro, you can get caught in the AoEs that are fired at the melee folks. A well-played Kin will boost the overall team performance more than any other secondary. Plant/Kin in particular is a very, very effective team controller, but once Seeds is thrown, it can be pretty vulnerable. With a good Tank or other aggro-gatherer, it is a fantastic build.

    Earth/Rad has great AoE control from range, a great deal of flexibility to handle any kind of situation, and is pretty good at survival. But it does diddly-squat for damage until Rocky, and never does all that much. And it's ability to boost your team's damage is far less than Kinetics.

    And I have to admit that adding Storm to either Plant or Earth is pretty sweet. Both are a lot of fun and the Resistance Debuff from Freezing Rain is pretty nice. But a badly played Stormie can hurt more than help.

    Illusion, I agree, is not a lock-down controller. But it contributes a lot to a team regardless. It works great as a second controller on a team.

    Personally, I haven't been all that impressed with Electric control. There are too many conflicts . . . anyone with AoE damage, especially AoE with DoT, or a lot of knockback will neutralize many of Electric's Controls. My Elec/Rad is 47, and I find it easier to solo even though the damage is kind of low. Without the Gremlins, the damage would be non-existant.
  6. Quote:
    Originally Posted by Tramontane View Post
    Yes, but they're AoE debuffs that center on a single target and go away if he dies. The only anchors who are consistently the last ones down are EBs, AVs, and GMs. And Ill/Rad is one of the controllers you see soloing AVs and GMs all the time. Which was my point.
    That may have been what you meant, but it is not what you said. You said "they kill on tough single-target fights." Someone who doesn't know the Rad set might think that RI and EF are the same as Cold's Infridgidate and Benumb, which actually ARE single target debuffs.

    No question that an Ill/Rad can handle tough single target fights, but those debuffs also provide an AoE benefit. If you can get it applied before AoE damage powers are fired off, it can add decent debuffs to the entire group around the anchor. Even if the anchor is killed, the debuffs did their job.

    Which was my point.
  7. Quote:
    Originally Posted by Tramontane View Post
    The thing about Rad's debuffs, as I understand them, is that they kill on tough single-target fights. Usually when I hear about the unmitigated curb-stomping slaughter of Ill/Rad, it's in reference to their exceptional ability to solo AVs through a combination of massive debuffs, and the unusually (For a control set) high damage of Illusion.
    No, they are AoE debuffs. They affect foes in a 15 ft radius around the anchor. Ill/Rad can be very, very effective on teams killing groups even though it does not have, until the APP sets, any real AoE damage. EF + an AoE damage power (like Fireball) can add some decent AoE damage, especially if you can double the damage with Containment.
  8. Quote:
    Originally Posted by Deathstroke33 View Post
    So I see Ill/Rad mentioned all the time when powerful controllers are mentioned. Having read about them I finally made, and leveled one to 50. Once at 50 I invested in sets and hit the TFs for some fun. Well, I was less than blown away to be honest.

    First off, Ill:

    PA was a very handy power while lvling, but at lvl 50, I found it caused problems as they would often attack other groups drawing aggro to the the team. I found myself only calling on them when there was an AV to fight.

    Phantom is another nice leveling power, but at 50, I had more people asking me to dismiss him then wanted him around. Tanks especially didn't like him because of the knockback, so again, he only comes out to play when there is an AV.

    Spooky can come in handy at times. the fear is pretyt powerful, but again, a far more handy leveling power than a lvl 50 power.

    Blind, Spectral Wounds and Deceive are all decent powers, but nothing to write home about and Flash, while good, has too large of a recharge to be useful.


    Now for Rad

    Rad has an OK heal, and AM is definitely a fantastic buff, but Rad is really known for its debuffs. All but 1 of the debuffs need anchors, and there lies the problem. When playing on a lvl 50 team, by the time an anchor is made, the spawn is dead and everyone is moving on. Its pointless to even debuff a group unless you're using Lingering Rad, which is the only AOE debuff. Again, just like with Ill, most of the powers are pointless to use unless its an AV or maybe an EB.

    Please don't get me wrong, I'm NOT saying that this set is weak. It isn't by any means. And I'll be more than willing to admit I'm wrong, perhaps I'm just playing the set wrong. All I know is that this AT was a blast to level up (which is why I don't feel it was a waste to level up at all, I love the journey too) but once I got to 50, the bottom fell out.

    So again I ask. What am I missing?
    Take a look at my Illusion/Rad guide, linked in my sig. Throughout the guide, but especially in the last section, there are strategy suggestions. I have included discussions about using PA, how to choose your anchor for the debuffs and the problems with Phantasm.

    I feel strongly that Ill/Rad is best played at range. Stay out of melee as much as possible. In some cases, play from overhead using Hover. The only powers you have that require melee are Flash and EM Pulse, and those are, quite frankly, situational powers. One huge advantage of staying at range . . . Phanty's knockback is rarely a problem. When a foe comes toward you, Phanty is there to knock the foe back towards the rest of the group. (I haven't had a teammate complain about Phanty's knockback in a very, very long time.) If Phanty does knock a foe away, then that's the one you should take down.

    Staying at range also lets you get a better view of the fight. It also helps Phantom Army stay together. The pets have a kind of "invisible leash" that keeps them near you. If you stay back out of melee, the room for them to "roam" is less and they will tend to stay more concentrated.

    Another aspect of PA . . . nobody, but nobody takes an alpha strike better than PA. Really good tanks understand this and are willing to let PA take the first hit against hard foes. Most don't. When coming up against something that hits hard, the team should let PA go in first. In other parts of the game, PA work as a great secondary tank, gathering the aggro near the edges of the tank's aggro area. Instead of asking them to act as a main tank when you already have one (and it might hurt the Tank's ego to learn that PA are a better tank than he is), cast them to the side to draw the aggro from a few straglers who might otherwise choose to shoot at the squishier characters who stay at range, like Defenders, Blasters, Corruptors, etc. After they have been cast, you lead them around (while you stay invisible) into the edge of the tank's aggro, helping to protect your teammates while doing damage.

    As far as the Rad anchor are concerned, my first choice is to always use EF. It has a significant Resistance Debuff that will help me and the team take down foes faster. It is far more important on a fast moving team than LR, that provides Slow, -Recharge and -Regen. RI is great, but the animation time is so slow that the target is usually dead before you finish, so I save RI for only the toughest targets. When choosing an anchor, try to understand your team. You want to pick an anchor who will live the longest to provide the debuff for as long as possible . . . but ultimately the goal is to defeat the foes, so if your anchor gets defeated, it should be no big thing.

    Most players tend to kill groups front to back. Scrappers and single-target Blasters tend to focus on the toughest guys, like bosses. AoE guys usually try to wipe out the minions quickly. So often the best choice for an anchor is a lieutenant near the back of the group. Hit him with EF and then don't worry about the other debuffs until the team slows down in killing speed.

    As a general rule, when I get to a group I take a look to see if there are any problem foes (mez or significant debuffs). Sappers are a main target . . . for Decieve. Take them out before the team aggros the group. If you have a moderately competant Tank, then I let him gather the aggro (while deceiving a guy or two), and then pick my Anchor for EF. Then I usually pick some minion or Lieut nearby to hit with my Blind-SW-Blast-SW combo (you do have one of the APP Blast powers, don't you?). Minions usually drop with one chain. Lieut may take two. Phanty should stay back with you to act as a bodyguard, knocking back any foes who get near you.

    This strategy needs to be adjusted to a lot of other situations, but staying at range makes an Ill/Rad far more effective.
  9. Primal has a few benefits and a few trade-offs. While I don't have it on my Ill/Cold, I have tried it on several controllers including, for a while, on my Ill/Rad (I changed to Fire). The single target blast is OK, but slightly slower than Fire or Ice. The only AoE attack is a cone, which is not as good as Fireball, and comparable to Frost Breath (but Ice also has Ice Storm). The shield has the highest S/L resistance of the APP shields, but most folks are really looking for Defense.

    Power Boost is clearly the jewel of the set. Power Boosted Ice Shields will help teammates who don't already have some defense, but won't provide much benefit to teammates who already have good defense.

    Yes, it will boost the endurance drain of Heal Loss. However, my experience with Endurance Drain is that it is not all that effective as control unless (a) you can fully drain the foe and (b-1) you have a power to stop Recovery, like Short Circuit, or (b-2) you have a power that will continue to drain the foe, like some of the powers in Electric Control.

    I went with the Ice APP on my Ill/Cold. Ice Blast is fast, for the Blind-SW-Blast-SW attack chain. Ice Armor is Defense rather than Resistance. Frost Breath or Ice Storm for AoE damage, and I love Hibernate as a great "panic button" power that lets me heal up in safety. Hibernate has saved me a bunch of times. Primal doesn't have anything like that. Ice also fits thematically while still providing a different damage type than my other attacks.
  10. Local_Man

    Time Bomb?

    Time Bomb is somewhat amusing in a strategic sort of way. Full Invisibility is pretty essential. One use solo: Set up a "zone of death" around a corner with a bunch of trip mines and any other goodies you want to place, including Caltrops. Then go into the group around the corner, and lay Time Bomb into the middle of the group. Go back to your zone. When Time Bomb blows up, then the survivors come running around the corner into your zone of doom.

    Once in a blue moon, I am able to use it on a team . . . like on the ITF when our tank has a bunch of Romans around him. Just lay Time Bomb, then go around the other side to lay down a few other things.

    But for the most part, it is a power that is more amusing than actually useful.
  11. Quote:
    Originally Posted by MustachedHero View Post
    Does Hurricane repel against -KB? I thought one could spam AE immob on the group while standing in the middle with Arctic Air to slow and confuse them and Hurricane to debuff them into uselessness. The -KB will keep Hurricane from repelling or knocking them out of the area. Then thrown in tornado or another slow but big damage area attack from the APP.
    Even if you are using an AoE with -knockback, Hurricane will push the foe back. They kind of slide while still immobilized. However, if you trap them into a corner, you can use the Hurricane Debuff and Arctic Air at the same time. Also, there is a small area on the outside edge of Hurricane that applies the ToHit Debuff without applying the Repel. With some practice, you can learn the range to "kiss" foes with the edge of Hurricane without pushing them back. The ToHit Debuff is huge and has a signficant effect.
  12. Quote:
    Originally Posted by KAKTOS View Post
    Thanks for all the new info; I might have to go back and decide if I want to keep certain powers selection or not(Thematic reasons only).

    As for using the confuse powers, I did have them when I was leveling up but removed them @50 respec because I mostly just use him for gm and incarnate trials (which mobs don't seem to last very long anyway) but again I might have to rethink this.

    Thanks
    Mass Confusion is very good for some parts of the I-Trials. For example, during the Grenade and Acid phase of the Lambda, a lot of squishier characters get killed. Lead off with Mass Confusion (which does not draw aggro), and your teammates can clobber that Grenade or Acid with far less concern about taking damage. You can Mass Confuse one group and then Total Dom the next (but that one draws aggro). Mass Hypnosis works without drawing aggro too, but only if your teammates know not to use AoE attacks.

    If you have used Mass Confusion, then it only takes one application of Confuse to control a Boss, too. And again, you can do it without drawing aggro.
  13. Local_Man

    /Storm

    Sorry, Tex, but I disagree with your negativity on Grav/Storm. I took one up to 50, mostly solo. I had tried various secondaries with Gravity and just didn't like the primary until I made my Grav/Storm. Gravity is severely lacking in AoE control, especially in low levels where it only has an AoE Immob. But add in Freezing Rain with Crushing Field, and it becomes effective AoE control. Then add Hurricane around the outside, pushing foes into the Rain debuff field, and then pick them off with GD-Crush-Propel. That attack chain is slow but hits hard with Containment.

    The only major downside of the combo is the fact that no -knockback in the AoE Immob makes Tornado into a machine of Chaos . . . but that doesn't really matter solo when your attack chain is single target.

    One of the most fun aspects of Grav/Storm is the Corner/Room of Doom -- First target a small group of foes. Then set up a Lightning Storm and Tornado in a corner or room with only one entrance. Get Singy in there, too. Then Wormhole the group in, hit them with Freezing Rain and the AoE Immob and block the door with Hurricane. The pick off foes with your GD-Crush-Propel attack chain. It takes a while, but I found it to be a fun strategy.

    Grav/Storm is quite good at handling EBs and some AVs solo without a maxed out build, thank to Singularity's durability. Of all the control sets, I feel that Singy makes more of a difference to Grav than any other sets' pets. Singy is simply great.
  14. Quote:
    Originally Posted by EmperorSteele View Post
    Local: Spooky is the best AoE control... but what good does it do against AVs or GMs? If this build has only ONE purpose: destroy single, hard targets, I don't see how something that only affects Bosses and lower would help him.

    Of course, I'm assuming he's doing this SOLO, and not on a team.
    Most of the time, AVs aren't standing all by themselves. (Well, unless you build it that way in Mission Archetect.) Plus, Spooky adds a 15% ToHit Debuff. With the AV resists, it doesn't amount to much, but as others said, it is also a good set mule for very, very cheap sets.

    Personally, I think building for one and only one purpose is kind of lame, especially such a limited one. I can see some folks making a build for certain types of farm missions, but just for AV killing? Solo, he's going to have to handle the large groups before he gets to the AVs. On teams, what's he gonna do for the rest of the time . . . just sit in the back waiting for AVs to appear?
  15. I sugget you take a look at my Illusion/Radiation guide for a better idea of how to slot your Illusion powers and ways to get more recharge. Personally, I'm not a fan of building for a lot of Defense on most controllers . . . Recharge will help you use your powers to help the team or to do more damage while PA draws the attention of the foes.

    The Fortunata set in Blind is a mistake. I suggest 4 Baz Gaze+ some additional accuracy and damage -- I like an Acc/Dam Hami-O and a common Damage IO. Blind not only sets up Containment but also can be a significant source of damage.

    Skipping Spectral Terror is also a mistake, as Spooky is the best AoE control in the Illusion set.

    Another suggestion: change from the Earth APP. Consider Ice if you are looking for Defense or Fire if not. Hurl Boulder is just too slow. With Ice Blast, you can use a fast and effective attack chain of Blind-SW-Blast-SW that puts out a lot of damage . . . and Ice Damage is less resisted than Smashing. Fissure is a very short range AoE, when you could use either Frost Breath (cone with fast recharge) or Ice Storm (Targetted AoE). Hibernate is an awesome "panic button" power that lets you recover both health and endurance . . . and can be used right after popping an Awaken-Breakfree-Catch a Breath to fully recover even in dangerous areas. (I just used that combo last night on an Apex Trial when I was too late to pop Hibernate before I faceplanted.).
  16. My first choice would be Force Bubble, then Force Bolt, then Telekinesis. I strongly dislike Intangible powers . . . tried 'em on several toons and never like them.

    I have found quite a few situations where Force Bubble was useful. Force Bolt is handy for a surgical repositioning or as a "get out of my face" power. I generally have to search for opportunities to use Telekinesis, as I find it very situational.
  17. Just for comparison, look at this build. Perma-Hasten and AM. Lots of Recovery, plus Conserve Power if you ever run into a problem. Total Dom and Mass Confuse (how could you skip Mass Confusion???) recharge in less than 64 seconds.

    By the way, since I-18, Fly is at Flightspeed cap with no Flightspeed enhancement. Putting Flightspeed in Fly is a complete waste. Flightspeed enhancement are only useful in Hover.

    I added Confuse and Mass Confuse since they are key powers of the set. Telekinesis is the most skippable power in Mind Control because it is difficult to use and is very situational. Power Boost with the Mind Control powers, especially Mass Confusion, is sick it is so overpowered.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Mind Rad: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Mesmerize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(31)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(29)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), Dmg-I(25), BasGaze-Acc/EndRdx/Rchg/Hold(31), HO:Nucle(31)
    Level 4: Levitate -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37)
    Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Conf%(40)
    Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
    Level 10: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(42), FtnHyp-Plct%(42)
    Level 12: Radiation Infection -- HO:Enzym(A), HO:Enzym(13), HO:Enzym(13), Achilles-ResDeb%(43)
    Level 14: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(46)
    Level 16: Fly -- EndRdx-I(A)
    Level 18: Enervating Field -- EndRdx-I(A), EndRdx-I(19)
    Level 20: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
    Level 22: Lingering Radiation -- Acc-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36), RechRdx-I(50)
    Level 28: Super Speed -- Clrty-Stlth(A), EndRdx-I(43)
    Level 30: Mutation -- RechRdx-I(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(33), Mlais-EndRdx/Conf(34), RechRdx-I(50)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48), ImpArm-ResDam/Rchg(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(17), EndMod-I(17)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 1.88% Defense(Psionic)
    • 3.75% Defense(Ranged)
    • 6.75% Max End
    • 33% Enhancement(Accuracy)
    • 98.7% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 6.5% Enhancement(Confused)
    • 5% FlySpeed
    • 34.3 HP (3.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 2.2%
    • 25.5% (0.43 End/sec) Recovery
    • 22% (0.93 HP/sec) Regeneration
    • 6.93% Resistance(Fire)
    • 6.93% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1391;689;1378;HEX;|
    |78DA6593596F524114C76758DA02AD2DDD374A4B8122146CA3892F2626D636514BC|
    |536D62D8A37E596DE8402B917137DF303B8BFD4E50BB8454D8CCBABEFD527357E09|
    |97D425BEE1B9E73FB44408DCDF9DFF9C39E7CC9F99F4E5C3AD425C3D2864C74C41B|
    |3ACEC4CA958314B85826EBAD35ADE5869491BC5DCE8A2966B16420477666B81297B|
    |BE3608D5CD1FBAB4BA9AA2758656314AC5ECECBA6159F4E23F525CD34DBD5849D55|
    |E7C9912A5992B18F9B58A97DF97CABA9E6BE5D7795D2B1BC57C7B6D90D34D6BCD28|
    |0FCE968D9554C634D6B54276AE64AEE85636AD5915DDBCD24F7D46E8F7500AF5A9B|
    |AC406614238EE3276DD03EE33461E3016EAC38FD1605A78D38CDE05E0386338C378|
    |4C4FACA8BAE547871001E1F8C468FACCE80F083B6EE40B8F460ED0C8E5148F688D5|
    |35571A229179A72A1A9309A0AA3A92714EE56E1EEF30E3B61D305C65816B8C898D0|
    |18766BCD124D355F63A9E53A70037137815B8CDDB7194F69854715F19C62C97B9A3|
    |17C06716781730CDB061FC29DBEFDD856EB7F8CBFA3D02EE1A133D38650D9D6C3BE|
    |25FF0ADB0F1FCDB46346B48FB1532768DEAF82FD903A8167D24E8606BBE07537BCE|
    |E86D7E330399CE7124BF4EC51B97B06394388CAF5C118D99760A91F784EEA80FA1F|
    |075EB234F80A78CD187F03BC654C63D538E51B52F9863C6C4B1CBD2E4ABB13140F2|
    |0F80549415522B8C52D8EFE027E037F18633F655D895E2A114209118277CB1227DB|
    |763E021FA2F0210A1FA2F061934E584C391943B624B045773DA19C4C60B793D8ED2|
    |4763B89DD26B1DBF79428851E9CA9B0B44FE49E09200644181F286E4A159C4AD41B|
    |35ECDABE55F4A58F08EC28D578C3EC548332DDA0EC6D50F63528F30D4AC6B57D618|
    |564E5AB9714E5B04C72BBDF7724875C66D33B4F32E24779A7DFEAD7C478CD8FFA35|
    |77F82C746C00A31CE0E9D8BEF3D57FCDC7ECEC|
    |-------------------------------------------------------------------|
  18. Quote:
    Originally Posted by Oedipus_Tex View Post
    There isn't a best. There are a lot of good ones but the game is too varied and each Controller too different from each other for a real "best" to exist.

    For example, IMO, Thermal, Empathy, and Mind Control are the "best" for the Keyes Island trial. A Mind Controller with a reliable and non-aggro self heal is even better. This is mostly due to the non-aggro powers allowing the Mind Controller to confuse and sleep enemies before the rest of the team gets to them, so they can't pop-shot anyone low on HP. IMO Fire Control is among the worst for this particular trial, because pets and PBAoE damage are generally less useful or even directly counterproductive.

    The BAF is pretty much an AV farm with a 5 minute intermission. IMO, Controllers in general are not that great at this trial. Dominators, Corruptors, or a /Sonic Defender are much much more useful here. Controllers contribute via their buffs but provide 3rd rate damage next to Corruptors and much less utility for dealing with the escapee phase than a Dominator, who can both control minions and do high damage to the un-Containment-able lieutenants. The enemy waves during AVs fights are all bosses, making perma-Doms much more effective at dealing with them in general.

    Lambda is hard to pin point. Mass Confusion is extremely effective if too many enemies build up around Marauder. Mass Hypnosis can split groups of ambushers invisibly--usually bad but good here. An alpha breaker is useful on the groups surrounding the boxes, but expect an ambush and a need to respond to it with another power. PBAoEs are a hassle during the sabotage phase IMO because they draw unwanted aggro.

    For soloing, Fire and Plant are probably best. As long as it isn't soloing Nemesis, because Nemesis are effectively immune to Plant's best control power. And as long as the developers never give a level 50 enemy Dispersion Bubble, which cancels all of Fire Control's powers.

    In any case, in my experience at high levels the importance of "alpha breaker" powers for team characters drops significantly. They are still helpful but teams simply do not stand around waiting for Controllers (or Dominators) to mezz the opposition. My Ice/Rad runs slightly ahead of the team, setting up the debuffs and letting enemies take a pot shot at me so the -Recharge means more when the rest of the team arrives.

    Earth/Rad is an effective character with its ups and downs. Earth Control itself has very powerful mitigation and an effective pet. The -defense sometimes actually means something in trials due to the nature of the enemies. How much Radiation's toggles realistically contribute is a matter for debate. On paper they are amazing but in practice I'm less sure, due to their short-ish range (15 feet) and the constant detoggling when something dies. You won't go wrong with Earth/Rad, but it won't be controversially the "best."
    I agree with most of this post. There is no single "best," as the game makes some characters weak against some kinds of content.

    My favorite overall controller is my Ill/Rad. He is the most flexible character in the game. On the Lambda, his PA can tank Marauder and his attendants. Deceive can take foes out of the fight and turn them to help you. Ill/Rad is great on large teams, small teams and solo. BUT, the phase of the BAF where you chase down the prisoners, he feels far, far less effective -- this turns him into a single target hold-blaster. Confuse and Fear are worthless. Without an AoE Immob, Ill/Rad is poor at controlling the minions. However, that is only one part of one trial. The rest of the time, he provides HUGE contributions.

    Earth/Rad is my favorite overall ranged AoE controller for teams. He has three different types of AoE controls to handle all kinds of situations, plus the patch Slow to provide back-up to each of these. Rad provides a flexible bunch of tools to help any team. You can read a lot more about it in my Earth/Rad guide, linked in my sig. But that doesn't mean that he will be the "best" in all situations -- he will be better than most in most situations.

    Earth/TA is probably the highest AoE control character in the game, thanks to the added AoE control in TA. But it does not have the useful heal or buffs from Rad.

    By the way, Speed Boost from Kinetics is now a Team buff. This means that it is far, far less frustrating to have to buff the team. You no longer have to feel like a buff bot. Plant/Kin is a great character that will provide a huge benefit to most teams . . . but I have found on mine that I sometimes float overhead, using all my buff/debuff powers and almost ignore the Plant Control . . . because that would benefit the team more.
  19. My experience with TA is with my level 50 Ill/TA and a TA/Arch Defender in the mid-20's. The -ToHit in Flash Arrow is pretty small. The nice thing about it is that it is unresistable. Since my Illusion/TA has invisibility, I found Flash Arrow skippable. I added it back in when Stamina became inherent, but plan to respec it out again as I rarely use it. On fast moving teams, the -Perception is virtually worthless.

    The next most skippable power in TA is probably Poison Gas Arrow. It just doesn't do enough. The -Damage is OK but not huge, and the 50% chance of sleep is ruined by Acid Arrow. HOWEVER, it is a great place to slot the purple Fortunata Hypnosis set for a nice 10% recharge from the cheapest of all the purple sets.

    I find Ice Arrow and Glue Arrow to be worth while. Ice Arrow lets me stack holds on bosses. I lead with Ice and then my single target hold. It is not a great hold, but it works. Glue Arrow is nice because it is persistant . . . when other guys run into the area, they are slowed, too. Your AoE controls WILL miss guys every now and then, and Glue Arrow will catch them.

    Granted, my Ill/TA did not have an AoE Immob, so I got more use out of Glue Arrow than some other controllers.

    When I rolled up my Ill/TA, the primary purpose was to experience the TA set. The only power I skipped leveling up was Flash Arrow. And now that I have added Flash Arrow back in, I find that it is still the most skippable power in the set. But if you do skip it, you may want to consider getting some kind of invis, like Super Speed with a Stealth IO (which I have on most of my Controllers).
  20. Quote:
    Originally Posted by TivoManiac View Post
    Actually you aren't getting the same recharge I'm getting I don't think. MIDS only shows I get 130% but I think that is because you cannot toggle all the invis powers on at the same time to get them taken into account.

    Also I loose 10.5% damage with your revised build:

    Set Bonus Totals:
    24.5% DamageBuff(Smashing)
    24.5% DamageBuff(Lethal)
    24.5% DamageBuff(Fire)
    24.5% DamageBuff(Cold)
    24.5% DamageBuff(Energy)
    24.5% DamageBuff(Negative)
    24.5% DamageBuff(Toxic)
    24.5% DamageBuff(Psionic)
    3% Defense(Melee)
    3% Defense(Smashing)
    3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    3% Defense(Energy)
    3% Defense(Negative)
    3% Defense(Psionic)
    3% Defense(Ranged)
    3% Defense(AoE)
    4.5% Max End
    2.5% Enhancement(Held)
    130% Enhancement(RechargeTime) --- per the game "Recharge Time Bonus = 200%"
    4% Enhancement(Confused)
    2.75% Enhancement(Terrorized)
    63% Enhancement(Accuracy)
    5% FlySpeed
    156.4 HP (15.4%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    Knockback (Mag -3)
    Knockup (Mag -3)
    MezResist(Confused) 2.5%
    MezResist(Held) 6.9%
    MezResist(Immobilize) 5.25%
    MezResist(Sleep) 2.5%
    MezResist(Stun) 2.5%
    MezResist(Terrorized) 2.5%
    27.5% (0.46 End/sec) Recovery
    64% (2.71 HP/sec) Regeneration
    9.13% Resistance(Fire)
    9.13% Resistance(Cold)
    5% RunSpeed

    I appreciate the input but I stick by this build. It's rare I have any issues with being held or knocked down I do have -3 KB as it is. I also know it's weird to have Ragnarock in Freezing Rain but I fooled around with it and there is a method to my madness. The difference in damage is significant in the long run.

    At any rate that's what makes the game great is all the options to be able to do all these different fine tunings to suit each players own style and needs.
    When I pulled up your build in Mids, it showed PA recharging in 60.5 seconds, while my build had it recharging in 59.7 seconds. I took out that PvP set slotting in Flash giving 7.5% recharge in 5 slots (very expensive set), swapped sets with Blind and then added the Baz Gaze set (7.5% Recharge in 4 slots) with 1 slot left to add damage. I also added an extra Expediant Reinforcement to Phantasm (an extra 6.25% set), but had to change the set in Spectral Terror to a 5% recharge set due to the Rule of 5. The net effect was an extra 5% recharge. So my version has 205% Recharge with Hasten active.

    You may be losing a damage bonus, but you are GAINING damage in Blind and a single target blast, which will, by far, offset the loss in damage bonus. Gaining the ability to do a lot more damage is far better than a 10% damage bonus on fewer damage powers. And that bonus does not affect PA, so the overall effect is smaller. However, by putting the chance for Build Up in PA, you get 3 phantom guys with a chance for build up, which adds to another nice damage bonus.

    But if you are happy with your build, so be it. It could be better, though. That Blind-SW-Blast-SW attack chain results in a HUGE amount of damage, in part because it kills things fast enough to retain the Illusory damage from Spectral Wounds.
  21. Quote:
    Originally Posted by TivoManiac View Post
    Here's mine.

    IMPORTANT NOTE: I just made some changes to MIDS based on my current build some of the slotting actually occurs earlier than shown. Most notably HEALTH and STAMINA. The idea here was perma PA, perma hasten. Perma freezing rain was a nice bonus....

    Anyway there are lots of steath powers that are never used it's just for slotting LoTG 7.5%.

    My recharge rate is 200%.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(9), Apoc-Dmg(11)
    Level 1: Gale -- Acc-I(A)
    Level 2: Blind -- UbrkCons-Acc/Hold/Rchg(A), UbrkCons-Hold/Rchg(5), UbrkCons-EndRdx/Hold(5), UbrkCons-Acc/Rchg(9), UbrkCons-Hold(13)
    Level 4: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(7), CoPers-Conf%(11), CoPers-Conf/EndRdx(13)
    Level 6: Super Speed -- EndRdx-I(A)
    Level 8: Flash -- GladNet-Acc/EndRdx/Rchg/Hold(A), GladNet-EndRdx/Rchg/Hold(15), GladNet-Acc/Rchg(15), GladNet-Acc/Hold(27), GladNet-Rchg/Hold(27)
    Level 10: Superior Invisibility -- LkGmblr-Rchg+(A)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 16: Freezing Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg(23), Ragnrk-Knock%(23), LdyGrey-%Dam(37)
    Level 18: Phantom Army -- RechRdx-I(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-Dmg/EndRdx(25), ExRmnt-Acc/Dmg(37)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Steamy Mist -- GA-End/Res(A), GA-RechEnd(29), GA-3defTpProc(31)
    Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Acc/Rchg(29), Abys-Fear/Rng(31), Abys-EndRdx/Fear(33), Abys-Acc/EndRdx(34)
    Level 28: Snow Storm -- EndRdx-I(A)
    Level 30: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb(33), DarkWD-ToHitDeb/Rchg(34)
    Level 32: Phantasm -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/Rchg(34), S'bndAl-Dmg(36), S'bndAl-Acc/Rchg(36), S'bndAl-Dmg/EndRdx(36)
    Level 35: Tornado -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun/Rchg(40), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-Stun(42)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/EndRdx(40), Dmg-I(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/EndRdx(45)
    Level 44: Rise of the Phoenix -- RechRdx-I(A)
    Level 47: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(45), Mrcl-Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(46), P'Shift-End%(50)
    I messed around with your build a bit and made some changes that I think make the build better. I got rid of the useless Invis powers, and added Combat Jumping (provides Immob protection and jumping maneuverability). I put a LotG and a Karma -Knockback into Steamy Mist. That allowed me to add O2 Boost, which is handy for healing or unstunning Phanty and teammates. I moved purple Hold set to Flash, put a Baz Gaze set into Blind and found an extra slot to add a decent amount of damage into Blind. I traded out the Fire APP for Ice, giving you (a) a fast single target blast for the Blind-SW-Blast-SW attack chain, (b) a place for a Luck of the Gambler Recharge, (c) some decent S/L defense, and (d) Hibernate to take care of when you have either endurance or health problems.

    I still would like to get rid of the Ragnarok set in Freezing Rain and the Absolute Amazement set in Tornado, but I didn't figure out how to do that. Tornado should be slotted for Damage. Freezing Rain shouldn't be slotted for Damage -- procs do more damage in it.

    And by the way . . . I got you more Recharge than you had before.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Mutation Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Spectral Wounds -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(9), Apoc-Dmg(11)
    Level 1: Gale -- Acc-I(A)
    Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(13), Dmg-I(40)
    Level 4: Deceive -- CoPers-Acc/Conf/Rchg(A), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(7), CoPers-Conf%(11), CoPers-Conf/EndRdx(13)
    Level 6: Super Speed -- EndRdx-I(A)
    Level 8: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(15), UbrkCons-Acc/Rchg(15), UbrkCons-Dam%(21), UbrkCons-EndRdx/Hold(27)
    Level 10: Superior Invisibility -- LkGmblr-Rchg+(A)
    Level 12: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Freezing Rain -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg(23), Ragnrk-Knock%(23), Achilles-ResDeb%(37)
    Level 18: Phantom Army -- S'bndAl-Build%(A), ExRmnt-Acc/Rchg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(25), S'bndAl-Dmg/Rchg(25), ExRmnt-Acc/Dmg(37)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 22: O2 Boost -- Heal-I(A)
    Level 24: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(29), LkGmblr-Rchg+(31), Krma-ResKB(34)
    Level 26: Spectral Terror -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(29), U'spkT-Fear/Rng(31), U'spkT-Acc/Fear/Rchg(33), U'spkT-Stun%(34)
    Level 28: Snow Storm -- EndRdx-I(A)
    Level 30: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb(33)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), HO:Nucle(36)
    Level 35: Tornado -- Amaze-Acc/Stun/Rchg(A), Amaze-Stun/Rchg(40), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-Stun(42)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/EndRdx(40)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Decim-Dmg/EndRdx(45)
    Level 44: Hibernate -- RechRdx-I(A)
    Level 47: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(45), Mrcl-Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Rchg(46), P'Shift-End%(46)
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 4.5% Max End
    • 63% Enhancement(Accuracy)
    • 2.2% Enhancement(Terrorized)
    • 4% Enhancement(Confused)
    • 136.3% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 110.6 HP (10.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 28% (0.47 End/sec) Recovery
    • 64% (2.71 HP/sec) Regeneration
    • 9.13% Resistance(Fire)
    • 9.13% Resistance(Cold)
    • 2.5% Resistance(Negative)
    • 5% RunSpeed
    • 1.5% XPDebtProtection

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1383;674;1348;HEX;|
    |78DA65934B6F524114C7E7F2B0B4504BA5EF165AA02D08E5166C8D1B1312B1556A3|
    |14D1ADD29457ADB925C1E814BA23B3F8326D6C7C2B72ED5A8F5B1F31368B41A3F84|
    |DAAA1B7778F89F69218184F9DDFB9FFF3967CECC9DD4E5930E21AEC685E24CE8994|
    |A259D28168C7251D7B5B22D55353246AE58106D42087F6362CFA32675BD5A21C39E|
    |30DAE439515D5B53978D62399F5EAEE6F3C542AEB0DE9D2C6C6865AD60A87B0F1D4|
    |B45CAB35CD2B455071E17B54C899C76BCCCEBB9F50DA3F9D93957CA65D564564BA7|
    |3215432B5F19A0A54DD2FFAE22E4AF6611AA49889830451851C0360D744C012B0DB|
    |B1043A22EDD2389D59A55D926975B58BE32BE01B6EF80E338592C4204DC08BB4F31|
    |6659D87C11C90FA41917B8620670AC007EDA4BABC285AD5E647840AF6D3243DB1C5|
    |C07E719A7809E2430741A7848F676B9F4F65EA52E3DA2D12E253B4B7D94B153D6E9|
    |646995C62ED960D70C723967194781BE238C63C0F807824B3CA6A86E19D59DC0CCA|
    |11DC61F60E02F23CE51BB808FCABBB8BCE20AA3CD1E4686D45EB9D6DE71485992FA|
    |D96CE97762AD432E60A407F07003DE7FA27E004FE86550EED7E047A52E8D7C023C9|
    |F81B12F80771BB844E3B02C38CC3BAE610292D9FD1E0BF6BC03C6DE32B680A7E41B|
    |959546B9692FF7E7FFCDE02DF0CB4F629DFC3EE9F72D622A7006389C629C652C001|
    |B649F90F6894D42404CDE62DC66DC0102378167F49905A53DC8F610DB436C0FB17D|
    |8AEDCFC91E967D8779EF7FD055576506F525A4E9578CD78C2D20F606784119A27C2|
    |EA6289F4B8C0F24C607326269BA4535FA89C51665C9B27FAD8402C5DDF0D4DA9DFB|
    |B7A7166A898DB628B11665A645996D517E76D01AE4655022E86DA721999573E866F|
    |C3C309554B08B0BC0AFE6D02042779B43AFE124233718D7199B40DC4523FB6AFF01|
    |2688E822|
    |-------------------------------------------------------------------|
  22. Quote:
    Originally Posted by Laevateinn View Post
    Why are you ranting about people wanting to build for defense, then? I don't get it.
    Try reading Airhammer's post . . . you know, the one I quoted? That explains what I was responding to.

    I frequently see builds with just Lockdown or 4 Baz Gaze in the single target hold . . . which is a main source of damage for most controllers. I frequently see builds with the Fighting Pool while skipping useful control powers. I see builds that skip the AoE hold to fit in Stealth slotted for Defense. I see choices like putting a 6th Stupify in Flashfire for the defense bonus, even though the proc is counter-productive to the effective use of the power and using a Recharge would bring the power back faster and be more useful.

    As I said, I always start with an effecive controller. If I can fit in Defense, then that's fine, but I won't sacrifice my ability to control to fit in more defense. We have lately seen way too many builds that focus on Defense at the cost of control.
  23. Quote:
    Originally Posted by Laevateinn View Post
    Yet you can't post a build that has significantly better enhancement values than the one I posted, nor can you point out how it's deficient in team support ability.
    Dude . . .

    I wasn't responding to your post or your build. I didn't even look at your build. I agree that it is possible to create a build that provides good slotting for the Powers AND some Defense, especially S/L with Ice or Rock armor or S/L/E with the armor from the Mace PPP.

    Mine was just a general rant about the trend on the forums.
  24. Quote:
    Originally Posted by DarkBlaster_NA View Post
    Hey. Is there any way to bind specific powers to the mouse 3/4 macro buttons on my logitech gaming mouse? Im not sure if im typing it wrong or if it just doesnt work. ive typed

    /bind mouse4

    /bind mouse3

    /bind m3

    /bind mbutton3

    and /bind mousebutton3

    Help?
    Try button4 and button5. Button3 is the button associated with pressing down the mousewheel, and is used to lock the position of the character so that you can use the turn keys to swing around and see the side or front of your character; I usually don't use that one in binds.

    I use a Naga Razer mouse, that has a total of 17 buttons on it. Only 5 of the buttons are defined: Lbutton, Rbutton, Button3, Button4, and Button5. All of the other buttons have to be re-mapped to other keys. I use U, I, O and K for my re-mapped bind controls, with Shift and Control to extend their use.

    My standard layout for most of my characters includs binding any healing powers to button4. For example, on a */Rad controller, I use:
    /bind button4 powexecname Radiant Aura

    Then I also bind Accelerate Metabolism to the same key with the Shift:
    /bind shift+button4 powexecname Accelerate Metabolism
  25. Quote:
    Originally Posted by Airhammer View Post
    OMG thank you for saying what I have been wanting to say on almost every board looking at every build. I see all these build built around getting defense as if defense is the magic I WIN button.

    Im tired of seeing toons underslotted for accuracy, damage and recharge because they have overslotted powers for some defense.

    I never worry about defense on a controller.. If the mob is CONTROLLED.. thats my defense..
    Mental Maden and I have had this discussion many times. Folks seem to want to turn their Controllers into Tanks by capping Defense. Yes, that will improve survivability, but it reduces the ability to actually benefit the team by providing controls, buffs and debuffs, and damage. Slotting for high Recharge and decent Recovery allows a Controller to use his controls more often, benefitting the entire team -- a well-played Controller can become a force multiplier on the right team. I have seen builds where folks were able to effectively slot the powers AND add a lot of Defense, and that's OK. But in the builds above, Hot Feet and Char, two of the key powers for a Fire Controller, are underslotted.

    Some of the problem, I suppose, may be focus. I view Controllers as mostly a team character whose job is to help the team defeat foes more. I like to be able to solo, but that's not the main focus of my builds. Many of the builds I see are, from my view, selfish and focused upon personal survival over benefitting the team. Frankly, debt is so insignificant in the game today that I don't mind faceplanting once in a while if I can help the team defeat stuff faster.

    One example is the Fighting Pool. I see lots of Controller builds posted with the Fighting Pool. That is three powers devoted only to personal survival, and the amounts aren't that high -- granted, stacking it with other Defense will add up. But that is three power pics and slots that could be used to choose powers that could benefit the entire team. Even some situational powers can be used to provide a benefit for the team, like Bonfire. I find lots of uses for Bonfire that don't irritate the team by knocking back foes in the wrong places -- with practice, I have learned when to use and not use the power.

    I have somewhere around 12 level 50 Controllers, and not a single one of them has capped Defense. A few have a fair amount of Defense that I could fit in at the same time that I slotted the powers to be effective, mostly S/L defense that I got starting with the APP or PPP shields. And I contribute a LOT on all the teams I join.