Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Local_Man

    Harry Potter 7.2

    Overall, I thought it was good, but I must admit I was a little disappointed with the one big scene I was looking forward to . . . the "get away from my daughter, you <you know the word>!" scene. The book had a lot more build-up, leading to an epic fight between a truly crazy evil witch and a fierce mother protecting her kids pulling out all the stops. When reading the book, I exected a different end for Bella (at the hands of Nevel). When I read that moment in the book, I envisioned something a lot, well, MORE. Instead, it was pretty minor.

    I was also sad that Kreacher's redemption was left out of the movies. No leagion of house elves coming to help defend Hogwarts. No Grawp showing great heroics. No Centaurs coming to help Hogwarts.
  2. I use invisibility on most of my controllers. The */Stormies all use Steamy Mist+Super Speed or a Stealth IO. */Cold uses Arctic Mist in the same way. The non-Illusion controllers mostly use Super Speed+Stealth IO. The advantages can be significant . . . I can lead pets into battle to take the aggro. I can get in the best position to maximize my initial control. On teams, I can get in position for my best powers, while I wait for the tank to take the initial aggro.

    Plant relies heavily on Seeds of Confusion. Invisibility lets me get in just the right position to hit the largest number of foes. Then I can throw out Roots, use Freezing Rain and Creepers, and then back off to scoot around the edges to see where my remaining powers will be most effective -- a little bit of Hurricane can push foes around the edges into the AoE damage powers being used by the rest of the team while debuffing that foe's ToHit. I can get in just the right position for Lightning Storm to make good use of its knockback.

    I seem to manage endurance OK with an EndRdx in Super Speed, the Numina and Miracle procs and the Cardiac Alpha. I still have a few endurance issues once in a while, but turning off Super Speed during longer fights seems to be enough to manage it all.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    The issue I always had with this power is that even solo, you've got Creepers and Fly Trap running behind you. You can sometimes use it to open from range, but unless you stay way back, it's easy for your pets to ruin the show.
    It is a situational back-up ranged AoE control power that also works as a nice set mule. It is easily skippable, but if you want it, you can find occasional uses for it. As I said earlier in the thread, I have it on my Plant/Kin. I use it very rarely, mostly when solo. Since I'm Kinetics, I have used it a few times on Tips missions when I'm running around invisible (Super Speed + Stealth IO and no pets out) to sleep a group, run up and Fulcrum Shift, and then get in position for Seeds + Roots.

    Just to try something different, I went with the Nerve Alpha slot on this character. Kinetics and the AoE attacks from Plant always like more accuracy, the defense boost is nice for my Rock Armor, plus it buffs Hold and Confuse.

    I may swap Spore Burst out sometime for a Leadership toggle. But if you want the power, there are some uses for it. Because it is ranged, it is more useful than a power like Earth's Salt Crystals. And it is a heck of a lot better than an Intangibility power like Gravity's Dimension Shift.
  4. Quote:
    Originally Posted by Morganite View Post
    Don't have much experience with plant or storm, so I can't really comment on that. But a couple other things....

    -If you just want Super Speed for the stealth, you might be better off getting a stealth IO for sprint instead. If you want SS anyway, there's no need to slot it for endurance reduction unless you'll be leaving it on while in combat, which isn't really a good idea anyway.
    Actually, I leave Super Speed on during combat frequently unless the battle is going to be a long one. Even with suppression, SS provides great battlefield maneuverability to do things like lead pets into the fight or get in just the right position for best use of Seeds. I usually get by with a single EndRdx, though, and turn it off if a battle is expected to last any length of time. I also like to use Super Speed with Hurricane for "herdicaning."

    Having Super Speed makes Stealth a worthless pick other than as an IO mule, but Hover would do the same thing and provide some potential utility.

    Quote:
    -Some people consider the Winter's Gift IO fairly marginal unless you have another source of slow resistance to stack it with.

    -If I understand things correctly, only some of those procs in Carrion Creepers will apply to each attack they make. So those might not be as helpful as that astonishingly long series of numbers makes it appear.
    The Targetted AoE damage procs and the Impeaded Swiftness proc (slow) will work all the time. The knockback and Immob procs will work only part of the time -- only when the Creepers pseudopet is using the Immob and Knockdown parts of its powers.

    Quote:
    -The third slot in Hasten gives fairly marginal benefit. In some cases I'd say it's worth it, but here I'm not sure.

    -Seismic Smash *is* nice to have. Even slotted for damage, it's still pretty useful to have another quick hold. (It's the only thing I'll be regretting losing when I switch one of my controllers from Stone to Mace, really.)
    The third slot in Hasten means that it recharges 5 seconds faster. That's enough of a difference to make it worth while to me.

    If you are going with the Earth APP, Seismic Smash is one of the absolute best powers. Not only does it do great damage and applies a hold that can stack with your other holds, but it is also a good place for a Kinetic Combat set for more S/L Defense.

    One big problem I see with this build is the lack of damage in Roots. I understand that the Enfeebled Op set was chosen for its Defense, but one of the strengths of Plant control is the damage that comes from Roots. Not slotting Roots for Damage is a big loss. Consider slotting Roots with 5 of the Posi-blast set, and then replacing Hurl Boulder with Seismic slotted with 4 Kinetic Combat and an Acc/Dam Hami-O in the 5th slot.

    I made a few changes to your build to add damage to Roots and Strangler, swap out Hurl Boulder for Seismic Smash, trade Hover for Stealth. The S/L Defense is still over the soft cap and the recharge is the same, but you will do a lot more damage with Roots and Strangler.

    Personally, I would never skip Hurricane in any Storm build -- even at the cost of defense since it is both an offensive positioning power and a defensive Debuffing power. The ToHit debuff is substantial and provides a benefit to the entire team instead of only to you (like the fighting pool). But then, I generally don't build my controllers for Defense and never take the Fighting Pool on them. That's three powers devoted to a small amount of Defense.

    Anyway, here is your build with a few of my suggested modifications:

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

    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), HO:Nucle(34), Dmg-I(34), BasGaze-Acc/Rchg(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
    Level 1: Gale -- Acc-I(A)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(5)
    Level 4: Snow Storm -- ImpSwft-Dam%(A), EndRdx-I(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(13)
    Level 12: Kick -- Empty(A)
    Level 14: Super Speed -- EndRdx-I(A), EndRdx-I(15)
    Level 16: Freezing Rain -- Achilles-ResDeb%(A), LdyGrey-%Dam(17), ShldBrk-%Dam(17), ImpSwft-Dam%(21), Posi-Dam%(31), JavVoll-Dam%(34)
    Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(31)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), JavVoll-Dam%(27), ImpSwft-Dam%(29), RechRdx-I(31)
    Level 28: Super Jump -- Winter-ResSlow(A)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(37)
    Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36)
    Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Dmg/Rchg(39), Decim-Dmg/EndRdx(39), Decim-Acc/Dmg(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Endo(46)
    Level 47: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx(50)
    Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(40), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(43)
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 4.88% Defense(Melee)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 98.7% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 36% Enhancement(Accuracy)
    • 5% FlySpeed
    • 91.6 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 10.5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 7.2%
    • 19.5% (0.33 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 5% RunSpeed


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1370;670;1340;HEX;|
    |78DA6593DB6E5241148667D850A4400B3D41399472A82D5410A2F1CAA4895513B52|
    |84AE29D526C7729096C1AA089DEF90C9A580FF73E80B569BDF401BCF3F410F6A05E|
    |F50AD75EFF5030EC04BEBDFFF967CDACB566F24FAFBB8478BE24A467B9566EB54AC|
    |B0DA3DD6CD46A7AD3962F57AA6BC22E8498EDA95D43A6502B1BEDEE57A4CF706D7B|
    |6323536C379AF55271BB5E6F1855A3E2BD656CEA4DDD6867BA2FC3850605296EE9F|
    |ABA9B5F6F562B9B6DB2BAF86B452F6FD187134335736CECC65675CD0C6CE8A57CB9|
    |D5D69BCFFCB4B739FA7D90423D1D9BF86A11222C42DF19D1AB245A35110D137322F|
    |18DD5C44FC66A6F9A100136EC9204B56395BB2C593E027B0CEB3E70C078425E0D76|
    |A9BD9766D07494476254371B47EA586C8B2C0DFD873D1AB4AB95EC658B299D7B043|
    |C66B84A8C9155C61AD91D88A73926A5290D4F001E866B9C61A1984E9593B3438F88|
    |93E2C64CE9C6E6468075524755D9463FD332E3C2F38557F30C69662E13486906C94|
    |6639A897DD2BC98A57951EC3194750C659DF8C1D0EC6640AC3BEE436DFC0C2B8D4C|
    |AA5C2691CB147299422E33C8658A7C3E55431F7C7EF8FCF01DD0FFB4AAE134FA13C|
    |05E03D86B48258092FB285E50D52618648383A4309610612CF189FE232A68E498CB|
    |317B02FC06FE30124B8C0AD963AA1C31D8E3B0C7FF0298B5297156CDB073EF08F3E|
    |2FC5BE00DF09A31BFC3F845DB5B50F6051CC4240E62128926711053C8F7946EF1A2|
    |B22F1684B9A50BF78107409191BE82FB7044E133CA9F2970DE17EF0177813C23778|
    |77148F6ACEA441665CAA11339742264EDBB4A7CECC23DA5931A18CD0E28B901E5D2|
    |8072794059E957D25C8A82F5EC0A0B89C63B3C67D7B473384CC3AAE312338E7B929|
    |40F399FD46D6976E1A8DFBCC0E6939EA4C91D6EEDFC2BE00523F592F10FD944DEAF|
    |-------------------------------------------------------------------|
  5. Quote:
    Originally Posted by Comicsluvr View Post
    My new Ill/Rad named Lunar-Phantom is at lvl 8 and climbing. He's the spirit of a cosmonaut who died during an ill-fated attempt to beat America to the moon.

    Many thanks for all the tips and advice.
    Congrats on your decision. Now I suggest you take a look at my Illusion/Radiation Guide, linked in my sig. It will give you a bunch of information on building and playing your new Ill/Rad, including a lot of strategy tips. I even included a recommended leveling-up build and explained the reasons for each power pick at each level. There's certainly room for personal choices, but the information in the guide may be helpful.
  6. Coming up with a theme for Illusion can be based on Magic, Mutation, Tech or Science . . . anything that will let you mess with people's minds and cause them to see stuff that isn't there.

    Personally, I usually go for puns. My Illusion/TA needed a name that brought in both the Illusion and the Bow and Arrow end of things. He ended up being a stage magician/entertainer for the French Foreign Legion. Ever heard of "Beau Geste?" He is "Beau Jester."

    My Illusion/Cold is pretty simple. I live in Florida, and we don't have snow down here. Any "Florida Snowman" would have to be an Illusion, so his name is "Florida Snowman."

    Your concepts could cover a wide range of areas. Any kind of mind control or summoning concept could work. You could have powers that affect a foes' optic nerve or nerves in general. You could have a paranoid guy who has mind powers to project his paranoia onto others. You could have a wizard who reaches into other dimensions to pull out spirits for a short time.

    Then figure out a secondary. I recommend Rad first (see the guide in my sig). The next ones I would suggest considering is Cold (for more teaming, but works great solo; late blooming) or Storm (better for solo or small teams due to the chaos). Then consider TA or maybe Therm or Kin.

    Just because it is called "Radiation" does not mean you have to follow that concept. Rad powers could be explained as the transfer of mystical energies (magic) or absorbing energy from the life around you (Tech, Mutation or Science). Cold, Storm and TA are more limited in concept, but Therm and Kin can also be pretty open.
  7. Quote:
    Originally Posted by Laserblitz_Emcc View Post
    I use a local man (tm) perma pa build with consume and fire app
    It works as advertized
    I still went spiritual alpha for the recharge cushion
    They rc in like 57 sec now
    Plus it helps my dam output
    It inc phanty recharge of attAcks
    And there is an alpha icon next to each decoy
    But does that mean their attacks are benefiting from the alpha or thier respawn rc?

    I tried a cardiac alpha Nd never needed blue
    But i missed the faster attack chain and quicker rc on LR
    With alpha spirit instead of cardiac I need to eat a few big blue inspirs when taking down a gm solo but it noticably speeds up my kill time
    Sadly, global Recharge and Recharge in the power no longer affects the speed at which a pet recharges its attacks. It used to, but no longer. So adding the Spiritual Alpha does not speed up the attacks for Phantasm or Phantom Army.

    I also have the Spiritual Alpha slot. More recharge is always nice, plus you get buffs to your healing and Slow. Cardiac is the next best choice. With AM at perma and with the Miracle and Numina procs and several Recovery bonuses, I rarely have endurance issues unless I'm running all the Rad toggles and firing off an attack chain for a really long time.
  8. There were plenty of Perma-PA builds long before the Incarnate Alpha Slot. You can find a very, very effective Perma-PA build in my Illusion/Radiation Guide, linked in my sig. In the many posts after the guide, folks have posted a variety of other perma-PA builds.

    My build does not include the Fighting Pool, which I consider unnecessary on a Perma-PA build since PA and Phanty should be drawing the aggro most of the time.
  9. Quote:
    Originally Posted by Snowzone View Post
    I did not know that. My thinking was that if you're a Dominator doing lots of damage then you don't need one of them.
    Issue 5 changed PA to always spawn 3 phantoms. Before that, it was random. (It might have been 2-5, I don't recall.)
  10. Quote:
    Originally Posted by Deathbeforedisco View Post
    I agree, because I used one my respecs and got both RI and EF and read your guide and tried out the new tactics solo. I believe I have teamed with Rads using RI and EF, but mistaken them for just running Choking Cloud or something else.

    Guide works like a charm. I made two AE level 1-3 Story Arcs and had my Controller solo them. I couldn't use EF, but I used RI and chain fences alot and would just hit a group of mobs with chain fences and then hit an anchor with RI and then use Tesla Cage, Electric Fence, vet powers and brawl to finish off the mobs and I did fine. I also soloed a single Radio Mission and tried my other powers and did good, too.

    I also changed my Radiation Powers color to light purple and had it match my Electric powers and I do not think people will notice much that I am using RI and EF.

    Thanks again Local Man. That is a good guide.
    I'm glad is was helpful. I've had a lot of practice using the Rad powers, and discussed various strategies for a long time with the other great folks in this forum.

    I have a multi-button mouse, and I have EF and RI set up on extra buttons on the mouse. That makes it easy to quickly activate EF and then RI. If you don't have a fancy mouse, consider setting up binds for fast activation. As stated above, I constantly use EF on almost every group, while RI is saved for when there is time for the longer animation.
  11. Got mine today. I'll probably give up some game time to read tonight.
  12. Quote:
    Originally Posted by Snowzone View Post
    2) Reduce the number of Decoys summoned in Phantom Army to two, this should help with balance.
    A long time ago, PA used to generate a random number of Phantoms: 2, 3 or 4. Two was not enough. Three is fine and shouldn't be changed.
  13. Quote:
    Originally Posted by Blue Lava View Post
    replace 'scrapper' with 'brute' and I cant tell you how many times this happened to me on my rad rad corr when he was my main years ago. Drove me crazy !
    Melee fighters like Scrappers and Brutes are pretty simple folks . . . kind of like most guys. They like to run up and hit stuff. They will generally kill from the front to the back, but some will sometimes target the toughest foes (like bosses). So it is a good idea to choose a foe in the back of any group as your anchor, and often a Lieutenant is the one who will live the longest.
  14. Local_Man

    Traps Time Bomb

    So many folks say "Time Bomb is worthless." I find it to be a somewhat useful power solo, mostly for giggles. It takes a long time to set up and you really need invisibility. But it can be fun to set up a zone of Trip Mines around a corner, then run into a group and set Time Bomb in their midst, then back off behind your trip mines and throw down Caltrops towards the back of the mines. Back off and let the Bomb go off. The survivors aggro to me, and run right into the Trip Mines. I'm able to make my own Michael Bay movie.

    A buddy of mine really likes it, too, so there are at least two of us out here that actually like and occasionally use the power.
  15. I wouldn't mind Flash becoming a targetted AoE Hold instead of PB AoE. And I would like to see Phanty fixed where he doesn't run into melee.
  16. Quote:
    Originally Posted by Weables1 View Post
    If you're FF, defense would be better than resist. Each point of defense is better than the last, up to 45%, so if he has 30, going to 40 is a large jump.

    Look at it this way, right now, he has 80% total defense. You start with 50, he gets 30 more. so 2/10 attacks hit him. at 90% defense, 1/10 attacks hit him. That means 10% more defense will halve his incoming damage.

    Compare that to 20% res, which is 20% less damage. Defense wins.
    For most secondaries, I would suggest increasing Singy's Resistance, but with FF as your secondary, I agree that Defense would be better than Resistance. Either one will increase Singy's survival.
  17. Quote:
    Originally Posted by Deathbeforedisco View Post
    Good Idea, I am gonna find those guides and read them tonight. Not only I am going to take Enervating field, I am going to take everything except fallout (only because I keep forgetting to use it. Habit forces me to rez before I use vengeance, and I assume the same problem for fallout. ) and I am going to find a way to make it work somehow.

    Main reason for bringing this up anyways is because I have never seen a radiation emission defender, corruptor, or controller ever use enervating field or radiation infection in a team and I play on Virtue which is the most crowded server out there and I have been playing almost 4 years. I mostly see the rads throw out heals, AM and just start holding or blasting away. Made me wonder if I should take those powers or skip them.

    Thanks for the responses and wish me luck!
    The visual cues for EF and RI are not very strong. You most likely have have teamed with someone using them and never noticed. Personally, I use the powers customization to make EF and RI LESS noticeable . . . because anytime a scrapper sees a foe that I am using as my anchor, the scrapper seems to take the slight glow as a "kill me first" sign.
  18. Quote:
    Originally Posted by Fergie View Post
    I really appreciate the feedback, but I think you missed the part where I said I have one build for grouping and another build for soloing, but still you made a lot of good points and have given me things to think about.

    I hate the look of stone cages and find that I don't use it very often as they seem to get in the way, and prefer salt crystals to cages. Again this is for when I'm soloing and I wouldn't use salt crystal while grouping. I slotted some of the powers for damage because it will help kill faster solo.
    There are very few Earth control powers worth slotting for damage -- Stone Prison, Fossilize, and Animate Stone are about it. For all the others, you will get more damage from Damage procs than slotting the power for Damage. The purple Unbreakable Constraint Chance for Smashing in Volcanic Gasses does a lot of damage due to the unique way that VG's pseudo pets spawn and vent. If you drop your current damage slotting in VG and instead slot it with the Chance for Smashing and a Posi Blast proc, your average damage goes up from 23 to 63 according to Mids. (I tried 4 Unbreakable Constraint, the Lockdown proc and the Posi Blast proc.)

    As for the look of Stone Cages, folks have complained about it for a long time. The cages aren't nearly as much of a problem if you stay at range. Also, you can change the look at the tailor. My Earth/Storm uses the Lava setting (Ella M. Ental has an "earth, wind and fire" theme), while my Earth/Kin uses the Crystal setting (which is pretty nice and might work for you). My Earth/Rad sticks with the original setting because his name is "Brown Dirt Cowboy." Obviously, you can choose to play your character as you like, but the function of Stone Cages is pretty important. Stalagmites+Stone Cages is my most common opening control combo. With the Ice APP, I have two AoE attacks (Frost Breath and Ice Storm), as well as a fast single target attack (Ice Blast). That AoE containment from Stone Cages can be pretty important on my damage output.
  19. The build needs work. You need to decide what bonuses you want to build for. If you want defense, then get sets that focus on Defense. I think many of the powers are improperly slotted. Take a look at the Earth Control part of my Earth/Rad guide for how those powers should be slotted. See the link in my Sig.

    Personally, I consider Earth/Emp to be a low damage controller that is best suited for team play, and I would build for Recharge to maximize your ability to control foes and buff the team. Empathy substantially benefits from high Recharge. Earth is a low damage primary and Emp provides no damage and few self-buffs, so its not great solo. However, if you decide to build to be able to solo, then you should reconsider some of your choices.

    For example, Fossilize and Stone Prison, Air Sup and Boxing all have the same base damage, but Fossilize and Stone Prison can be cast from range. Also, both set Containment while Boxing and Air Sup do not. As an Earth/Emp, you really have no business being in melee. So Stone Prison should be slotted as a damage power before Air Sup or Boxing.

    Fossilize is a Mag 3 hold with a 20% chance of an "overpower" chance for an extra Mag. So it will hold minions and lieutenants if it hits, and hold bosses 20% of the time on its own. Even if those "chance for Hold" procs activate, the vast majority of time they will proc on a foe who is already held, so the procs will do nothing other than add a pretty graphic. The procs will only have an effect on the 80% of bosses that were not held, and then each proc has a 15% chance to hit. So you are using two enhancement slots for a pretty low return. Consider an alternative slotting of 4 Basilisk's Gaze and then an Acc/Dam Hami-O and a common Damage. That gives you 7.5% Recharge with some decent damage. (My favorite way to deal with bosses when solo? Lead Rocky into the fight, letting him draw aggro. Then I have time to hit the bosses twice with Fossilize. Having invis is very handy for this, so I have a stealth IO + Super Speed.)

    Healing Aura: This is your personal heal, so you want it up a lot. Plus, you can get some added recharge if you 5-slot it with Doctored Wounds. Heal Other is significantly underslotted for a team build, but marginally useful to heal Rocky when solo.

    Personally, I don't like the Fighting Pool on most Controllers -- it provides minimal benefits for using up 3 power slots. I can see taking Fighting if you have really high defense, but not otherwise. Thus I would get rid of Boxing, Tough and Weave.

    You skipped Stone Cages -- ugh. Stalagmites+Stone Cages is one of the three key AoE control combos for an Earth Controller. (The other two are Earthquake and Volcanic Gasses.) Stone Cages is your fastest recharging AoE control that sets up Containment, which is key to getting more damage out of your AoE damage power later in the build. Plus, Stone Cages can be slotted with a couple of damage procs to add a decent amount of damage. Procs will actually do more damage than slotting the power for damage.

    And you took Stalagmites at 38?? This is a power that should be taken at level 12 on any Earth control build. And don't slot it for damage as the damag is minimal -- slot it for Acc, Stun, Rech and maybe EndRdx. Your slotting for Stalagmites has NO ACCURACY in a power with a 20% Accuracy penalty -- it will miss way, way too often. Stalagmites should be used as an opening control power most often, and needs at least 50%+ Accuracy.

    You devoted 5 slots to Salt Crystals, the power most often skipped for Earth Controllers. Take a look at my Earth/Rad guide (link in my sig) for why. With three ranged AoE controls, you probably don't need a PB AoE sleep. Admittedly, it has more use solo than on teams, but still you shouldn't need it. I can see taking it as a "I'll throw it in because I don't have anything better to take" power late in the build, but not this early.

    The Kismet Acc proc is mostly wasted for an Earth controller, since most of the powers have a Defense Debuff. Quicksand alone has a 25% debuff. Instead, you could slot a Luck of the Gambler +Recharge to get more benefit.

    Earthquake should be slotted for Recharge first, then ToHit Debuff. By the way, the Dark Watcher proc is mostly useless.

    Volcanic Gasses: Slot for Recharge and Hold, not for damage. The damage is minimal. Procs will do more damage here than slotting the power for damage.

    Recovery aura: Slot for Recharge, then EndMod. That Perf Shifter proc has a chance to go off only when the power is cast . . . not worth a slot.

    Animate Stone: 6-slotting the Expediant Reinforcement set is decent slotting here, but consider replacing the End/Dam/Rech with the Sovereign Right Resist proc. This makes Rocky much more durable.

    Regen Aura: This is another one that needs Recharge first, then Heal. 5 Doctored Wounds is good slotting.

    APP/PPP: there is a lot of debate here, so your choice isn't necessarily bad. I prefer the Ice APP, with Hibernate, two AoE damage powers and a s/l defense based shield.

    6-slotting the Posi-Blast set really isn't needed. Drop the Dam/End or Dam/Range for an extra common Recharge.
  20. Quote:
    Originally Posted by Deathbeforedisco View Post
    Is Radiation Infection and Enervating Field really worth taking at all for a grouping Electric/Rad Controller that plans to mostly group with others? Is there a use for those powers in group situations that I am not seeing or noticing?

    I am thinking about skipping those powers because the only situation I have been in with a group where it might be a little useful is on the Kahn Taskforce where you face Riechsman and even then, I suspect it would cause him to aggro me and I would be one shot killed. Provided I can nail him with that power to begin with. And nobody wastes thier time with a Kahn TF anyways. I have not seen one formed since the first time it awarded a favor of the well.

    But any other situation, I have seen entire groups of mobs, even on the BAF/Keyes/Lambda Trials, dropped so fast, that if I where to have nailed any mob (including Goliaths) with one of those powers I would have wasted like 85 points of my endo bar and not have one mob debuffed or worse, I would draw aggro from an AV and get killed fast. That kinda makes me feel like I would be better off taking Assault, Tactics, and Manuevers instead, not just for the minor damage, defense, and to-hit bonus, but for the perception bonus and placate resistance to help better fight those hiding and placating Vicki's nearby.

    I suggest you take a look at my Ill/Rad guide's section on using RI and EF and "Choosing your Anchor." EF animates quite quickly and can be used on any decent sized group to debuff damage resistance and debuff the foes' damage . . . just pick an anchor farther back that will hopefully last a few more seconds than the rest of the group. RI can be saved for tougher targets like AVs and some longer lasting bosses.

    These debuffs are surprisingly powerful. EF provides the equivalent of about a 22% damage buff by debuffing Resistance AND similar to 25% Damage Resistance to your team by debuffing the foes' damage. The Defense Debuff in RI can offset many of the Defense buffs in the game and will help AoE powers hit more reliably. The ToHit Debuff is the same as a significant increase to your team's defense.

    EF can be used as much as possible to help your team kill faster. When playing solo or small team, you should have a lot more use out of RI. An AoE Immob + RI is almost like a hold, because the foes can't move and they have trouble hitting you.

    These are two of the key powers in */Rad, and if you aren't using at least EF constantly, then you could be playing your character better. On those fast moving teams, you will be contributing more by letting someone aggro the foes and then opening with EF than most things you could be doing. On my Elec/Rad on those fast-moving teams, the best contribution you can make is your AoE Immob and EF. Most controls are useless since foes are dead before the controls have much effect, but the AoE Immob will keep the foes in place, while EF debuffs both Damage and Resistance to make for faster killing.
  21. Local_Man

    HO tricks

    Quote:
    Originally Posted by glasswalkerny View Post
    Interestingly enough this doesn't work in grav's dimension shift while it does in FF's and by your account Sonic's versions of the powers..

    Oh and Local i'm surprised you didn't mention the one for Radiation Infection where 3 Enzymes (Def buff/End reduc/To hit buff) will increase it's Defense Debuff and To Hit Debuff numbers!
    That's because Enzymes are actually ToHit Debuff/Defense Debuff/EndRdx. They are the perfect slotting for Rad Infection . . . but not a "trick" since Enzymes slot all three of the benefits of the power.

    It is only through the exploit that Enzymes will enhance Defense or ToHit. While Cytoskeletons will enhance all three aspects of Invulnerability, slotting Enzymes in there will provide more enhancement than intended because of the exploit.
  22. You just reminded me of how long it has been since I got myself to one of those. My last one was Worldcon #50 in Orlando in 1992. Jeeze, I'm old.

    I didn't realize that Connecticut has a Convention now-a-days. I have some family near Hartford.
  23. A buddy of mine just got one of these with Hero Merits. I think it cost 35 and not 30. He chose to earn all the merits rather than buy any of them, so it took him 70 days of doing 5 Tip missions per day. If you have enough regular Reward Merits, you can buy a Hero Merit for 50 Reward Merits and 20 Mil, so you can increase to getting 3 every two days, so you can earn/buy one in 12 days.

    I've saved up about 12 Hero Merits on one character so I'm thinking about doing it myself. (I'm too cheap to spend 2-3 bil on one enhancement, but I don't mind taking the time to earn one over a long period of time.)
  24. Quote:
    Originally Posted by TeChameleon View Post
    Huh. Odd. I've been using the 'nado/Roots combo a lot, and never noticed any huge problems with it, even while levelling. Mind you, my habit of applying Roots whenever I had a gap in my attack chain might account for it...
    You probably have better accuracy than a single SO in the power. It works fine, but you need enough accuracy to overcome the 20% accuracy penalty built in to Roots.

    To the OP, you need to add more accuracy. Roots needs a minimum of 2 SO's worth of Acc. Standard SO slotting would be 2 Acc, 2 Dam, 2 Rech, but IOs let you do better than that including adding in some EndRdx. Immob really isn't needed since you'll be re-casting long before the original Immob runs out.
  25. I agree that Scirroco's story is pretty good. He is almost likeable (from the point of view of someone who almost always plays blue side).