Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Quote:
    Originally Posted by Dantia View Post
    My friends and I were thinking about starting into this game because of the deal on steam, but everyone keeps telling us that no one plays anymore and that the servers are all but dead. Now I don't just believe what 'everyone says' so I thought I'd come here to ask about the general level of activity. Is it still hopping? Is getting the game now a good investment or will we be looking at a waste of money in a few months? What are the best servers to play on? and basically anything that you guys think could help us out.

    Thanks in advance,

    Dantia
    Aett is right on point, and "everyone" doesn't know what they are talking about. CoH/V is a big success with a long-time fairly stable population of players. NC Soft thought enough good stuff about it that they purchased Cryptic's share of the game and then invested a lot more developement into it. The Freedom and Virtue servers are certainly the most popular, but there are still very active populations on the other servers if you know how to find players -- mostly Global Channels.

    And CoH has something that no other superhero MMO can claim . . . 7 years worth of content and even tons more player-written content. (I have been around since Dec. O4, and I just ran some stuff Red-side last night that I had never run before, and with a full team.)
  2. Quote:
    Originally Posted by Draeth Darkstar View Post
    A few of my RL friends have started playing City of recently, and they all, of course, have a ton of questions. I've been able to give or look up answers to most things, but there's some stuff I haven't had much luck finding, and a lot that I need brushing up on to be able to give them current information, so I'm hoping that the forums can make quick work of what I can't.

    So, without further ado...

    What happens when a unique IO like Steadfast: Res/Def or KB protection is slotted into a targeted buff like Thermal Shield?
    I'm assuming you, as the slotter, receive the effect of the IO as normal and it has no effect on the target?
    Yes.

    Quote:
    What happens when Performance Shifter's proc is slotted into an offensive power? I recall there being a bug back when where it would give endurance to enemies instead of you. Is that still the case? In a power like Consume, which is both hostile and friendly? Transferrence, which works via a pseudopet? Short Circuit, an attack?
    I'm not sure if the proc will still give endurance to the foe in a purely offensive power any more, but it would be far more effective to slot the proc in an auto power.

    Quote:
    How are the sets Martial Arts, Kinetic Melee, Battle Axe, War Mace, Dark Armor, Electric Armor, Energy Aura, Assault Rifle, Radiation Blast, and Electric Blast, compared to their alternatives (for any valid archetype) in the current state of the game?
    I seem to recall these all being sets (except for Kinetic Melee, which I simply don't know anything about) that were weaker or had mechanical problems in the past, and I'm not sure how else to get a perspective on their current relative power other than by simply asking.
    It really depends on what you want. Several of the sets you mentioned have seen improvements of one kind or another. MA, Axe and Mace have all had improvements are are pretty good sets (I have MA and Axe at 50). Dark Armor is made much better with IO slotting and the Cardiac Alpha is wonderful (I have a Spines/Dark "lawnmower" build at 50). Electric Armor had a heal replace Conserve Power, making the set much better. Rad Blast can be made much better with some IO procs (Achilles Heel Chance for Resist Debuff). Electric Blast is still low on damage because it has Endurance Drain, but with more sets having endurance drain, it becomes more useful. Lots of people still seem to complain about Energy Aura, but I don't have any significant experience with the set. AR has its fans and its haters. Some folks complain that Dual Pistols is lower damage than it should be, but it is a fun set with fancy animations. People still complain about Time Bomb in Devices.

    Quote:
    When you slot a proc into a pet such as Touch of Lady Grey's (def debuff, chance for negative energy damage) or Explosive Strike's, (knockback, chance for smashing damage), can the proc fire on all of the pet's attacks, or only those with the appropriate condition that qualified the pet to be slotted with that set?
    The proc will only work with the powers that use the type of slotting used.

    Quote:
    Are there any wildly set-crippling bugs, like the old ones that used to plague several Electric Melee powers when slotted with procs, that stand out as things that should be mentioned to new players picking powersets?
    Not really. Most of those kinds of bugs have been fixed or other solutions have been found. It is handy to know about some of those solutions -- for example, the Force Feedback Chance for Rechage proc has a limit on how often it can proc to prevent overuse, so it is not worth while slotting a bunch of them anymore.
  3. Local_Man

    Suggestions?

    Quote:
    Originally Posted by Lost Ninja View Post
    Is there a suggestions forum if so where? Looked for it not seeing it...
    Slide down to the For Fun section . . . Here.
  4. Quote:
    Originally Posted by Residentx10 View Post
    I saw it today, I loved this movie. I hated the romance scenes but I felt that Ryan was a decent Green Lantern. I might be able to see this one twice.
    I thought that it was a decent movie . . . not great, but much better than the hate that I have seen posted about it. Reynolds was pretty good, but I still would have liked Nathan Fillion better. Reynolds seems like he is never quite serious enough -- he would have made a great Flash and will make a great Deadpool if that movie is ever made. Fillion can throw out wisecracks, but can be quite intense when needed.
  5. The only change I would suggest is to change your slotting in Freezing Rain to 3 Recharge. You really, really want this power up as much as possible. The Defense Debuff is so high that enhancing it is a very low priority -- in fact, I have given up slotting for Defense and instead go for Recharge and procs. The nature of Defense Debuff in this game is affected by the 95% ToHit cap -- the huge majority of the time, any Defense Debuff enhancement is wasted because there is never more than a 95% chance to hit a foe. With Global Accuracy buffs, Defense Debuffs by teammates and some people having Tactics or similar powers, Defense Debuff slotting more than the default amount really isn't needed. Instead, Freezing Rain also offers AoE control, Slow and Damage Resistance Debuff, and the Resistance Debuff ends up being more important. So Recharge will help those other things be available more often.

    No Accuracy is needed in Freezing Rain because all of the "raindrops" -- as soon as one hits, it applies the Defense Debuff and more will hit. Since there is never less than a 5% chance to hit, you always get some hits. Slow only affects run speed, which has minimal benefit (and none if you also use Snow Storm, as there is a 90% Run Speed debuff cap). Slotting Damage is a waste, too, as all those "-1" you see are actually a small fraction of 1. The net damage is virtually nothing and you will get a LOT more damage by using the Damage Resistance Debuff more often and adding procs. (I start with the Achilles Heel Chance for Resist Debuff, then add Lady Grey and Posi Blast procs if I have room.)

    As for Thunderclap, I like it on my */Storm characters who have another AoE Stun power (Earth, Fire, Grav), but I don't really recommend it on a Mind/Storm. It is a PB AoE that only hits Minions (Mag 2), and I find it most useful when you can stack it with another stun. I don't find it all that useful on a ranged AoE controller. But it looks cool and recharges fairly quickly. I sometimes fire it off just because I like the looks. Thunderclap is not a BAD choice, but it is not really needed when you have 4 ranged AoE control powers that will handle Mag 3.

    Hasten would be a better choice because Mind has so many AoE controls that need Recharge -- Mass Hyp, Total Dom, Terrify and Mass Conf. And it will boost your recharge in Freezing Rain and all your other powers.
  6. There is another Plant/Cold thread with several suggested builds HERE. I suggest you take a look for other threads covering your topic before starting one yourself and that you first make an attempt at a build, and then post it with an explanation of why you made the choices you did, your playstyle, your limitations and preferences, etc.

    We get a lot of "make me a build" requests, and the general view is that folks should put some effort in themselves and post an attempted build before asking others to put in their time to make a build. (The exception, of course, is those Mac people who can't use Mid's Builder. But even they can provide an outline of the powers they would choose and the sets they would slot.)
  7. Quote:
    Originally Posted by Riverdancer View Post
    I just hit 35 on my plant/storm.

    I have roots slotted with 2 recharge, 1 acc, and 1 damage and 2 IO double-duty damage/end enhancements. I just got tornado, and I thought that since roots is up every 4 seconds for me and the -knockback/knockup lasts for 12 seconds that I could safely put tornado on an immob group and watch the damage hilarity ensue. Even applying roots every time it's up, tornado is still tossing mobs around like mad.

    Was I wrong about roots/tornado as a good combo or is there something I need to do to make this work?

    Thank in advance for any help!
    Roots has a -knockback that lasts for only 12 seconds (which cannot be enhanced) . . . but it also has a 20% accuracy penalty (like most AoE controls). With a single accuracy, you will be missing a lot of foes in the groups you try to Immobilize with Roots. That is most likely the reason you are seeing foes fly all over the place -- they weren't locked down with Roots. To use the lockdown trick, you have to keep firing off Roots every 12 seconds, and it has to hit.

    Roots is a power that really needs IO slotting to maximize the benefit. Ideally, you have several sets that provide some Global Accuracy buff and some sets that provide Recovery buffs, and then you can slot the Posi-Blast set in it. If you are just trying to get by with Frankenslotting, try to get at least 60% or more Accuracy, capped or nearly capped damage and then as much Rech and EndRdx as you can . . . don't worry about Immob since Roots will re-cast much faster than its unenhanced Immob duration.

    Even with better accuracy, Tornado will still toss around foes some. AoE control powers will usually miss a few, and that's something you just have to live with if you want to use Tornado as a damage power. For the most part, I save Tornado for situational use, but it is great for those situations. Against tough targets or targets with high Defense (like Paragon Protectors who hit MOG), the autohit Damage over time is great. It is also a great "panic button" power for when things get out of hand and you have too many foes coming after you -- the chaos is quite welcome to spread out the group so that you can catch a moment to heal or recharge.

    One option if you want to use Tornado against single targets is to use Entangle. It has a 15 second -Knockback and higher inherent accuracy.
  8. Well, let me comment on a few things -- Mind is a great ranged controller with decent single target damage (at least in low levels). Storm lets you keep those foes at range . . . with Hurricane. I suggest you learn to use Hurricane . . . start out thinking of it as a defensive power that keeps foes out of your fast and keeps them from hitting you much. Later on, you can learn to use Hurricane as an offensive/Postioning power, but use it defensively for now. I have mine set on a simple toggle button on my mouse -- for example, if you have a mouse with some extra buttons, you can set up an easy bind. That way you can turn it on and off quickly and without having to click on it. Try:

    /bind button5 powexecname Hurricane

    Once I have Hurricane, I almost never use Gale any more. The ToHit Debuff in Hurricane is just so good and the positioning is more precise.

    You have slotted a LOT of accuracy. However, there is a 95% toHit cap and slotting some powers even as much as 2 slots of Accuracy take you well over that where the Accuracy is mostly wasted. Add some Global Accuracy bonuses (like in Thunderstrike) and you can get by with less slotting of accuracy. (However, most AoE control powers have a 20% accuracy penalty, so those need extra Accuracy.) Confuse already has a 20% accuracy buff, so you can skip the second Acc in it for now. Instead slot it up for Confuse and Recharge. Even better, frankenslot Acc/Conf/Rech. Since it doesn't draw aggro, you can use the confuse duration and recharge to allow you to stack it on bosses or confuse resistant foes. Mez and Dom also have accuracy bonuses. And some powers, like Freezing Rain, do not need accuracy at all.

    A couple of other things to consider. Take Super Speed, and use a Raptor Pack whenever you need Fly. The stealth in Super Speed stacks with Steamy Mist to give you full invisibility. This lets you get in position for your Terrify cone and other uses. Also, I love Super Speed for Herdicaning. You can zip around the outside of groups pushing them into the middle. The Raptor Pack is almost as fast as the Fly speed cap, and Super Speed is much faster than Fly (or Super Jump). Slot Super Speed with an EndRdx and you're done. This will also let you take Hasten -- which is a huge help for recharging your slow recharge powers.

    Obviously, drop the Fitness pool since you get it for free now. Just remember to put slots in Stamina. (My rule of thumb when doing a respec is to take the two slots after I take my travel power and put those into Stamina . . . so I don't forget.) Mind/Storm doesn't have a self heal, so you will want some slots in Health as well -- plan on earning a Numina Regen/Recov proc and a Miracle proc with Hero Merits from Tip missions. All */Storm characters are always tough on Endurance, and you will need those procs if you want to cut back on slotting for so much EndRdx. I love Air Sup on many of my controllers, but it isn't needed on a Mind/Storm. You should be at range, using your Dominate-Mezmerize-Levitate attack chain. Replace it with Hasten.

    Here's a build I just threw together. It should be moderately priced, except for the Numina proc which you can earn with Hero Merits. Remember that you can use Mass Hypnosis without drawing aggro. It is also usually your best option to set up Containment for Terrify -- doubling the damage of your only AoE damage power.

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

    Click this DataLink to open the build!
    Level 27 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed

    Hero Profile:
    Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx(11)
    Level 1: Gale -- Acc-I(A)
    Level 2: Dominate -- Para-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Dmg/EndRdx(25)
    Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(23)
    Level 6: Confuse -- C'phny-Acc/Conf/Rchg(A), Pplx-Acc/Conf/Rchg(7), Mlais-Acc/Conf/Rchg(23)
    Level 8: Mass Hypnosis -- LgcRps-Acc/Sleep/Rchg(A), IComa-Acc/Sleep/Rchg(9), CSndmn-Acc/Sleep/Rchg(9)
    Level 10: Steamy Mist -- EndRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Total Domination -- NrncSD-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(19), G'Wdw-Acc/Hold/Rchg(19)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(21)
    Level 22: O2 Boost -- Heal-I(A)
    Level 24: Snow Storm -- EndRdx-I(A), EndRdx-I(25)
    Level 26: Terrify -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(27)
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
    Level 4: Ninja Run
    ------------

    Set Bonus Totals:
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 14% Enhancement(Accuracy)
    • 15.3 HP (1.5%) HitPoints
    • MezResist(Sleep) 1.65%
    • 8.5% (0.14 End/sec) Recovery
    • 1.88% Resistance(Energy)


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    Code:
    |-------------------------------------------------------------------|
    |MxDz;968;444;888;HEX;|
    |78DA9592494FC24014C767584440045C9160DC2F9A108DDE4DDC1213494C48BC78C|
    |00A234C525AD256A337BF88CBD17DB9A9F1E4C9CF62E272F28ACFF70629E9C926CC|
    |6FFA9BFF7B332DCDED2F75307638CF786251D76CBBB0681A8E65EABAB08239AD2C8|
    |B2CC4181B6ADA46209B9346A971E35E5FD8DDD9C9E61DD3AA16F2BBD5AA6948A39C|
    |5C352AC21286936D4C22EB26F4C8D784284571BAA2CB72C549E27CD5D893B6DC96B|
    |A740EE268D6845612965D91B5CC724D16B3AEFD725A51C0603BC23A48C15927E077|
    |C699BAEA7E76041864BE1344E494708CD86AE6184B0366D80528AE4AF926C7D232A|
    |28D4A53547A0ECEAF727EDA22402B01CAF5D18697900B52CE177CA3465F88BE6FC4|
    |158C211508BDA06A7F26BC228A3086D521C323D874140AA2AA263A85AAA30563108|
    |8A99A18D594A04D5CD5C4299568C10D04922A90DCC2ADBBE8C9BB748480B15B05BA|
    |9F7CBFAAE781F088D020D0AB76ED1DC7A6DBA0FA49F17E3A488A700B2B03AADBC03|
    |5AAF41DE11E51FFCF9509B8FEC95FC1069BA63EE9599DF698198F99F598398F59F3|
    |98F5C0DF07C4389AF70818EE369F6EB3812FF7C313FA6A1A1F1FC657D2D98270E2E|
    |F13ACFF00DEC4E699|
    |-------------------------------------------------------------------|
  9. Quote:
    Originally Posted by Rubyred View Post
    Thank you, this makes much more sense. Can't wait to try it out.
    Not so fast, paduwan. I made a lot of choices based upon my personal preferences. The only essential powers in Plant are Strangler, Roots, Seeds of Confusion, Carrion Creepers and Fly Trap. I would put Vines in the "highly recommended" category. Entangle and Spores are good powers if you want to solo or small team a lot, while Spirit Tree is a situational Regen Boost that is mainly good if you are going to be in the same spot for a while for things like AV fights.

    For Rad, Mutation, Choking Cloud and Fallout are the situational, skippable powers. Mutation is a nice Rez, but with all the ways to rez teammates, it is certainly skippable. Choking Cloud works best with another PB AoE toggle aura (Fire's Hot Feet, Ice's Arctic Air or Electric's Conductive Aura), but could work with the Seeds+Roots combo from Plant if you are willing to devote 6 slots and the large amount of endurance needed. Fallout is extremely situational, but a mini-nuke when it can be used.

    I put Superspeed with a Stealth IO in the build because I find that the full invisibility lets me get in the right position for ideal use of seeds. Not everyone likes Superspeed. Some people would prefer to build for Defense over Recharge -- on a team, the Tank and scrappers should be taking the aggro, and you should wait for the foes to gather a little tighter before throwing Seeds to hit the maximum number possible. If you use that playstyle, you don't need much defense and Recharge is more important. However, some people like to run ahead of the team, throw Seeds at groups and then take the aggro from foes missed -- in that case, having some Defense might be a good idea.

    I chose the Ice APP, but there are a lot of good options there, too.

    If you want some good information and strategy on how to use your Radiation Secondary, take a look at my Illusion/Rad guide, linked in my sig. My Earth/Rad guide also has some strategy tips on using an AoE Immob.
  10. There are a lot of different ways you can build a Plant/Rad -- but yours was a bad one. Here is a build I just threw together focused on Team play and with the Bonuses focused on Recharge. Note that I took several powers aimed towards team play -- if I expected to solo, I would make a different build.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Plant-Rad (Team & Recharge): Level 50 Mutation Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21), HO:Nucle(21), Dmg-I(40)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23), Dct'dW-Rchg(31)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(17), RechRdx-I(17)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(25)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A), EndRdx-I(40)
    Level 16: Spirit Tree -- Numna-Heal(A), Numna-Heal/Rchg(40)
    Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Mutation -- RechRdx-I(A)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(29)
    Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), ImpSwft-EndRdx/Rchg/Slow(27), ImpSwft-Dam%(43), RechRdx-I(43)
    Level 28: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(29)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(34)
    Level 35: Fallout -- HO:Nucle(A), HO:Nucle(36), Dmg-I(37)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 50: Spiritual Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Mrcl-Rcvry+(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37), EndMod-I(45)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 93.7% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 49.6 HP (4.88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 4.7%
    • 24% (0.4 End/sec) Recovery
    • 44% (1.86 HP/sec) Regeneration
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1423;700;1400;HEX;|
    |78DA6593DB4E13511486F79E164B0B48CB41A0B4505A680BB485462F4D4C444C508|
    |A08CA9DD611063A496949673072E70378BEC1C38D31D15B23C8C9E750E343A8107D|
    |005CB3FE0D6DD2493BDF9E35FF3ACC5A7BE71E5E6916E2D12521FD1345DDB2F213E|
    |5925D29178B46A531B76EEBB6592EF5CE16F5929D9ED39722C95B86BE1A8947E68C|
    |C5825E5931863D428848D5E7C43DC32E274FD11AC1E5F5E5E50C853239747E72D5B|
    |42C5A04A64A05A36294ECCCC9C2375BA638F36B86B1D4CACB69435F322A56C15C6B|
    |E2E7AB4573A56007783D557A605AE67DB368DA1BFEC935733133B568E473BA651B9|
    |58D6EAA314EFF2D29D475DC20BE69428485F69DD1F683D1F113B84812B74B24C2C4|
    |AC98A9BAB9C575E998DC39C6B919E006A36F96B14D77A9B2C86D8EA07D619CD901F|
    |618FE7D6094E1F8BA24BC5C8F354EF28471F629A3EF1963E039F082E1246E402E57|
    |C32EE4FB8CEE03E02B6387741EF5099E3B6C6ABC0BE419BE7B80CEB849722FE4D23|
    |BC0F5F501518AD2843265132A6F0662F4A645BD69F17298047C76C9DAAAA2B5DEE6|
    |1E25E6197B740FA8B20218481B0612C3406218C8E00ACB1DA776C8457B9063CF91A|
    |953993A51481B15D2A5D275A18210B04FE21E95AE07B3086208C10FD2C933F21140|
    |A0760AD4AB02F5BEE72F0ABD6374781C19B2863BB9B603BAF7ABD8FD87AC8A1C017|
    |F817F189CDA5B4E1FA2D06B51658B290E62DF2D9064480D7708DD89A33B7174278E|
    |EE7C72099154A9939B8484187E05BC06DE3046DE327ED1791F55F251ECCF149A91D|
    |E05B03FD368CD1645CF287906F231C8C7201F833C0BF967928F631B68E37E6E4DB6|
    |0340A342EED3D3443FBA44B86A391EA97B3B5E67C9D659CED7592ED459A66B2D499|
    |C39F7E949151233FFED239354A6349B0EAB264D62FB362F3052D7A4D3D03FB53E88|
    |7C54EBF392073FB8C9484558E0F5D37157DF9CA33D9D85F8F83F604DF132|
    |-------------------------------------------------------------------|
  11. Here's the build I am working towards. I also skipped Frostworks, but it could easily be fit in. I took Fly & Hover AND Super Speed, which I did just because I like having them. I use Arctic Frost + Super Speed for Invis almost all the time.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Ill-Cold Final: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Blind -- 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: Infrigidate -- Acc-I(A), Achilles-ResDeb%(17)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Decim-Build%(11), HO:Nucle(11)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15), CoPers-Conf%(15)
    Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 8: Superior Invisibility -- EndRdx-I(A)
    Level 10: Snow Storm -- EndRdx-I(A)
    Level 12: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
    Level 22: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(25), UbrkCons-Dam%(27)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(40), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46), Abys-Dam%(46)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), HO:Nucle(34)
    Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-%Dam(36), Posi-Dam%(36), RechRdx-I(36), RechRdx-I(37)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg(42), Apoc-Dam%(43)
    Level 44: Frost Breath -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(46)
    Level 47: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 50: Spiritual Core Paragon
    Level 50: Rebirth Radial Epiphany
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Core Superior Ally
    ------------
    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-Heal(A), Numna-Regen/Rcvry+(34), Mrcl-Heal(37), Mrcl-Rcvry+(37)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31), EndMod-I(34)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 18.5% DamageBuff(Smashing)
    • 18.5% DamageBuff(Lethal)
    • 18.5% DamageBuff(Fire)
    • 18.5% DamageBuff(Cold)
    • 18.5% DamageBuff(Energy)
    • 18.5% DamageBuff(Negative)
    • 18.5% DamageBuff(Toxic)
    • 18.5% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 2.75% Enhancement(Terrorized)
    • 48% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 120% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 83.9 HP (8.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 9.95%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 18% (0.3 End/sec) Recovery
    • 84% (3.56 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 5% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1488;718;1436;HEX;|
    |78DA6594DB4E13511486F7F460A5A5B4B520C742694190D24205E38D098905B4062|
    |2C6E81DD6010698384C6BA718B9F3013CDF100F89A7A8976ABCF1D607F04E0D89C7|
    |0750417D80BABAFE4D3B491B986FE5EFBFD6DA7BCDDE9DBD32D928C4D509A104338|
    |66A59B94CDE2C15F386A115DDB3EA8ABED894358C64266F2C45A77553353C428878|
    |CDB36B4F916BDDD2F3E6AED063F31C5B5F5E4E554AE426F36B54A444BE50D65CD58|
    |A9A594AED06BEB93CD59936F495D59297E333054D5B0A7198352FEB96BEA01B7A69|
    |23C0CA8CA62E69456B552F04A70AFA622ABBA8E56655ABA41537DA688D49FA7FA40|
    |8F929BBC507871011E1F8087C62B8B680A3647139C59E08312D2EFAAB698AE86029|
    |F88E8C61F1900A2AB2A0B24918107BEE32F6DE03EE33BC0F0059F731E53891E672C|
    |E3B2A051BCF033946D305406518D4DF2DFBBB5B948A34D4CC784A4F0FBE119E5E5E|
    |D91A991BA4D400C924C927F37DC84F23DF47C97E69F67FE1663192020ACC8104360|
    |B3C233524371BDA66F3BE1DE02FA3F91F30C1D89F6114A87E18F5DC6134EFF032BA|
    |1A013FA3BB0908309ED0B3454EA8650AF5A6196DC781138C8E2C234E8B6E95FB68C|
    |5A69F53857659A1FD33171DF88AD97D6324BF033F189768999DB03B3AF18ED3093B|
    |1A3C9593811611ECE3053D7B648B1E0C248A81443190E81F46AF7CED45EA1193FE1|
    |80E50FC3DD6FF967BC4D1AA0FB0C8DECFC7ABECEEBFC6BE03D7811BC04DC6C02DE0|
    |36E3251DAC41D96430C9D2C11430020C3386D28C9F74D913D29E38C4D2F018300E1|
    |C66248F305E53F514DEA63315E4298C84019CA8118CE615F946E5B446B19D2E57F5|
    |16D11F7D44A4A69487EABE1DAD53D275CA589D325EA7CCD42973AEEAAD150A2BBFB|
    |CA4285249F272B76B925339CB9BEA3DC7E8CB2A95CBDC7792F1DB9E3AC8A93B35C9|
    |A1DCE1B9756FE22444719682D5FB5F5EF0F2CF0AC7AA2D9EB7C5A7C39425E337B63|
    |8D65C8BB76CFA299BFE1F8012004A|
    |-------------------------------------------------------------------|
  12. I have an Illusion/Cold at 50, and it is one of my favorites. On team, my Ill/Cold substantially improves our AV killing speed and safety. Ill/Rad is still my favorite, but Cold is one of the best pairings with Illusion, as the -Resistance in the set helps PA be much better. Since Illusion gets many of its good powers early, it helps you get through the time that it takes until you get those best Cold powers so late.

    Electric . . . I just haven't been as impressed with Electric control, mostly because of the conflicts with other sets. The damage is too low to solo until late, and then you rely heavily on the pets. But there are many teams with powers that will conflict with your Electric Control powers - - like anything with Damage over Time. Team with a Fire Controller who likes to use Fire Cages, and you may as well forget about half of your control powers.

    My Elec Control experience with with my Elec/Rad and an Elec/Earth Dom. I haven't specifically tried an Elec/Cold -- and I don't exactly have a strong desire to make one. I would rather pair Plant with Cold.
  13. Local_Man

    HO tricks

    Quote:
    Originally Posted by MaHaBone23 View Post
    waaaait just a minute here. If I put a DAMAGE/Range Hammy into a DAMAGE RESISTANCE toggle, the DAMAGE Hammy will enhance DAMAGE RESISTANCE 33%?!

    I've got a bloody PILE of Dam/RNG HOs laying around! I practically choked on the things trying to get the last of my Enzymes for my rad!!!
    Any power that accepts any part of a Hami-O will allow you to slot the enhancement. So Damage/Range cannot go into a standard Resistance Shield. However, because of the way powers are coded, if you can put the Hami-O into the power, then a Damage enhancement will buff Damage Resistance. A ToHit Debuff will enhance ToHit. Defense Debuff will enhance Defense.

    Since Increase Density will accept Range, then you can slot a Damage/Range. The Damage part will enhance the Damage Resistance in the power, and at the Schedule A level (33%) instead of the Schedule B level (20%).

    Another example: Invulnerability's Invincibility power will accept EndRdx, ToHit Buff and Defense. Cytoskeletons enhance all three, so 3 Cytos is the PERFECT enhancement . . . except that Enzymes (EndRdx/ToHit Debuff/Defense Debuff) will provide higher enhancement to Defense, since Defense Debuff is Sched A while Defense is Sched B. So you can get by on a tight build with 2 Enzymes.

    But note that this is officially considered an EXPLOIT, and could be changed at any time. It's not likely, but the Dev's could change it.
  14. Local_Man

    Trials and ME!

    So many people have high defense, and with the Barrier power adding even more defense, that the Devs shifted the "soft cap" for the incarnate trials higher to make it more of a challenge. Instead of 45%, the soft cap in the Incarnate Trials is something like 59% (I don't recall the exact number, but it is probably in ParagonWiki or in one of the guides on the trials.)

    Where your bubbles used to provide soft-cap or near to it, now they are providing some defense. HOWEVER, for those characters who were previously at softcap, your bubbles should be providing enough defense to hit the softcap for the Incarnate Trials.

    When you became incarnate, you were granted a third build. You may want to consider a different APP set other than Psi for an Incarnate build. It appears that most of the Incarnate content is based upon Praetorian robots, which really makes it tough for characters who rely upon Psi damage (like my favorite Ill/Rad). It is a good idea to have another kind of damage. Your Gravity primary is all Smashing Damage, and robots are supposed to be weak to Smashing, so you should be doing decent damage (even though Gravity is slow). GD-Crush-Propel will still do decent damage even if it takes a while -- many of the foes in the Trials take a while to take down.

    You, at least, have an AoE Immob which will work against the Minions during the escaping prisoner phase of the BAF. Plus, Singy can disrupt those escaping prisoners. My Ill/Rad doesn't have even an AoE Immob. Still, I find other ways to adapt. I have Fire Blast to help with damage, my pets do damage and I control the ones I can.

    Yes, some of this new content was designed to get around some of the overpowered parts of the game, like high Defense. Oh well, it is time to adapt.
  15. It really depends on what kind of bonuses you want/need. That 4th slot in Luck of the Gambler gives you accuracy. You may or may not need accuracy. The 4th slot from Gift of the Ancients or Impervium Armor gives an endurance boost -- you may or may not need that, too.

    The valid point you are bringing up is that EndRdx will be less needed for enhancing the power itself, so there is no need to add EndRdx to the power unless you want the set bonus that 4 slots will bring.
  16. Quote:
    Originally Posted by Hercules View Post
    Personally, I wouldn't even bother with the sleep.

    Solo, you can sleep 1 mob while working over another. On teams, there is always enough AE to render any sleeps useless.

    Caveat: With electric control, I understand you have enough recurring sleep effects to make it worthwhile - havent played one.
    The Sleep powers in Mind definitely have value. Mez does good damage while sleeping a boss in one shot. It lets you set up Containment for Lift even on bosses or if Dom misses when you use the Dom-Mez-Lev attack chain.

    Mass Hypnosis is a NON-AGGRO generating AoE control that sets up Containment. Yes, the sleep is ruined by AoE attacks from teammates . . . which is why the best time to use Mass Hypnosis is before teammates can mess things up. It is great to cast on a group just before using Terrify for AoE containment. It is great to put that group over there out of the action while the team deals with this group here. Mass Hyp recharges quickly and takes the cheapest Purple set available. I find it very worth while.
  17. Quote:
    Originally Posted by Ace_of_Hearts View Post
    I was thinking of mass hypnosis - since it will only be used to solo. Although the damage caused by gales would negate sleep.

    On the other hand its rare that I see orange numbers go off above gales. Is that a bug or is the damage so stupidly low its not worth reporting?
    The damage for Gale is stupidly low. Gale is a pretty worthless power other than as an occasional "get out of my face" power. I almost never use Gale once I have Hurricane on any of my Stormies.

    As you said, Mind/Storm lacks synergy, but both sets are so good that you can make it work . . . I have one at 39.

    I mostly use Mass Hypnosis as a Containment setter for Terrify. Freezing Rain then messes up the fear effect, but is so good otherwise that it is still worth using.

    I find telekinesis pretty worthless . . . the only power in Mind that isn't all that effective. However, you should try playing around with it to see if you can find strategies for making it effective. I still have it on my Mind/FF, so I can play around with it, but I don't have it on my Mind/Storm.

    I prefer to use Hurricane and Super Speed to "herdicane" to get foes into a corner or cul-de-sac. The I can pull out Freezing Rain, Lightning Storm and Tornado, and take foes down one-by-one with my attack chain of Dom-Mez-Lev. I tend to use Confuse (and Mass Confusion) a lot to protect myself from aggo.
  18. Quote:
    Originally Posted by jhonny3232 View Post
    I just got both of these builds to level 20, and i'm having an INSANELY har time deciding which one to keep on playing as. I only want to continue leveling up one and I need help deciding which one would be best for AV soloing, team play, and farming. please help me make a decision, and build price won't matter when i'm 50.
    I've played them both . . . and neither is well suited for AV soloing or farming. For Team Play, I would rank Earth/Kin well over Elec/Rad. While Earth and Kinetics don't have all that much synergy, Earth Control is the best ranged AoE control set. Kinetics can provide massive buffs to a team. Together, you can control foes and then make it easy for the team to wipe out large groups of foes.

    Elec/Rad is . . . OK. It gets far better once you are able to layer up the various control powers, with Synaptic Overload, Static Field, Chain Fences, Choking Cloud and the aura draining endurance . . . but it works best as a very slow solo toon or on a small team. On large teams, especially if there is another controller, the DoT tends to mess up Static Field, the team moves too fast for EndDrain to have any effect, the team moves too fast for Synaptic Overload to have much of an effect, the -Knockback in other powers ruins any value to Jolting Chain.
  19. Quote:
    Originally Posted by MadHobbit View Post
    well thank for all your suggestions, i went earth as a concept for my epic power pool.yes i can see some changes need to be made. current i have the alpha nerva tier 4, and reactive interface tier 4 barrier tier 4 , i have the ion and pyro both at tier 3,not sure which i like,and as for lore I have warworks tier3.might change that for one. of the new ones not sure yet

    not sure what to add when i respec and fitness changes,not sure what 3 powers to pick
    On most of my controllers, I go with the Spiritual Alpha . . . Recharge is just too important. The main exception is my */Storm controllers, who all get Cardiac for endurance.
  20. Quote:
    Originally Posted by Amy_Amp View Post
    Mesmerize has a mag 4 sleep to it so that's why it can sleep a boss in one application compared to what sleeps, or other mezz effects normally do.
    Actually, it is Mag 3.5. But it will sleep a boss in one shot.

    Most single target holds are Mag 3 with a 20% chance for "overpower" -- adding an extra Mag 1 to be able to hold bosses in one shot. If "overpower" does not hit, then you need two applications of Hold to hold a boss.

    Not all Holds have damage. Most AoE Holds do not have damage. There are a few exceptions -- Volcanic Gasses and EM Pulse (only against Robots).

    On my Mind Controllers and Dom, I use a single target attack chain of Dom-Mez-Lev. That way, even if attacking a boss, I get a hold cast (which may not hold him), then sleep him, which gives me containment for Levitate, and then have time while he is getting up to stack another Dominate to hold the Boss.
  21. There are a few principals you should follow:

    1. Decide on one or two attributes you want to build for.
    2. Slot powers to be effective . . . set bonuses are all nice and all, but you need to actually be effective before the set bonuses do you any good.
    3. Just because a set is Purple or PvP doesn't mean that the set will accomplish your goals.
    4. The 6th slot in many sets is nearly worthless.
    5. Slotting past the ED cap is generally far less effective than using that slot somewhere else.


    On an Earth/Emp, it seems to me that you should be slotting for Recharge, mostly. You don't really need Regen or Recovery, and since you are mostly a support toon, you don't really need Defense since your teammates should be taking the aggro. If really needed, you can lead Rocky in to take the aggro. I'm not an expert on Emp, but I have played a LOT of Earth Control -- you can see my Earth/Rad guide for a lot of details on the Earth Control powers. That guide was first written before IO sets, but I have slowly been updating parts of it.

    Personally, I think that too many purple and PvP sets are a waste unless this is going to be your #1 character. But then, I'm not a farmer . . . Not even my #1 Character (my Ill/Rad) is fully purpled out because it is simply not worth it. He performs well enough with my current build and adding purple and PvP sets would provide only a minimal benefit.

    Problem #1: We have inherent Fitness now. You don't need to use power picks for Hurdle, Health and Stamina any more. You get them for free when you respec. So there are three more powers you need to choose. Combat Jumping might be one good choice for the Immob protection and a place for a Luck of the Gambler Recharge IO. Another good choice is Super Speed with a Celerity Stealth IO for full invisibility -- this will allow you to lead Rocky into battle to be your tank without drawing aggro yourself. You can also sneak onto a battlefield and buff/heal/rez teammates.

    A few comments on other powers -- I agree with much of what Ketch said, but disagree on a few areas.

    Fossilize: 4 Baz Gaze for Recharge. After that, consider adding some damage. I suggest an Acc/Dam Hami-O and a common Damage. You could go with more Acc/Hold/Rech, but I prefer the damage.

    Healing Aura: See Rules 4 & 5 above. Move one of those slots. That Panacea set is outragiously expensive and not really all that much better than Doctored Wounds, which is fairly cheap.

    Stone Cages: See 4 & 5. Replace the pure Immob with the Posi Blast Chance for Energy Damage, or use the slot somewhere else.

    Heal Other: This is your workhorse heal power. 5 slot with Doctored Wounds.

    Super Jump: Just a single Jump in the default slot is fine. That slot can be better used somewhere else.

    Quicksand: The Pacing of the Turtle set is a poor use of 6 slots. I use Quicksand underneath all my other controls, so I use it a lot. 1-2 Recharge (depending on how much global recharge you have). If you have a slot to spare, the Impeaded Swiftness Chance for Smashing Damage is nice. Quicksand has a massive 25% Defense Debuff -- and with the 95% ToHit cap, more Defense debuff really does nothing except against some AVs. There is so much Defense Debuff in Earth Control you never need to slot for more. Quicksand really doesn't need a Hami-O to get more.

    Stalagmites: drop the proc -- it is worthless. Leave it with 5 slots.

    Earthquake: Recharge is most important, then some ToHit Debuff can be nice. The only Defense Debuff IO I would consider is the Achilles Heel -Resist proc. Depending on how tight your build is, Recharge comes first.

    Fortitude: 4 Luck of the Gambler, including the Recharge proc. Maybe an extra Recharge common.

    Volcanic Gasses: This is an odd power that needs to be slotted for Recharge and Hold Duration. It spawns geyser pets, so procs in it have a higher number of chances to hit. See Rules 4 & 5. 5 Unbreakable Constraint, leave out the EndRdx/Hold and replace it with either the Posi Blast proc or Lockdown +2 Mag proc. Two damage procs really add up, but if you want more control, the Lockdown proc works well, too. Since I use Quicksand underneath, I go with the Posi proc.

    Recovery Aura: Badly underslotted. Cap Recharge and add some EndMod if you can.

    Hasten should have 3 Recharge.

    Animate Stone: The Soulbound set is really not that good. Go with 4 Expediant Reinforcement, including the Resist proc. Then add in the Dam/Rech from Soulbound and the Resist proc from Sovereign Right. An extra 20% resistance to Rocky's already high resistance makes him very, very hard to kill. He can easily tank for you.

    Regen Aura: Badly underslotted -- 5 Doctored Wounds (leave out the Heal/End) will cap your Recharge and nearly cap the Regen.

    Adren Boost: Needs more Recharge. 2 makes it perma.

    APP: Personally, I'd go with the Ice APP for its ranged attacks . . . you don't need to be in melee. As for the slotting, Rules 4 and 5 above. I'd drop the Dam/End from both damage sets, and trade out the Shield Wall for 4 Luck of the Gambler including the Recharge proc.
  22. Quote:
    Originally Posted by Oedipus_Tex View Post
    The issue I've always had with TA is that it takes so many arrows to debuff everything that I hit a wall on my willingness to use them. Glue Arrow definitely falls into this category for me (especially with Oil Slick Arrow at 66% up time). Ice Arrow on a high recharge Illusionist feels especially unnecessary, as its only saving you about 1 second of cast time after you factor in redraw. (You can also swap Flash with Ice Arrow and have the exact same build, but I wouldn't). Flash Arrow might be useful sometimes... but not really on a low defense build.

    But everyone will take a slightly different tack. IMO though once you kit out if you aren't occasionally drawing aggro to yourself you're slacking.
    The way I have played my Ill/TA minimizes redraw to a degree . . . send in PA, and then stay back to fire a round of debuff arrows: Acid, Disruption, Glue, PGA. I have a bind set up for Disruption on one of my mouse buttons to make the click-target-click much faster. Glue Arrow helps keep foes in the area of the other debuffs, and catches adds as well -- plus it keeps the foes at range, keeping me safer. At the end of that cycle, I decide if I need to hold a boss with Ice Arrow or immobilize someone with Entangle Arrow (mostly used for AVs). Since I finish that cycle with Ice Arrow, there is no added re-draw when I hit my Blind-SW-Fire Blast-SW attack chain. I use that chain to take out foes, and may throw in Spectral Terror if needed. As long as you bunch your use of the arrows together, the redraw becomes a minimal problem.

    The problem with Oil Slick is that it causes the PA to run out of the fire area. They can attack from range if you are looking for PA to do damage, but it is not great to have them run away if you were looking on PA to do the tanking. On teams with a decent tank, I use Oil Slick every time it is up. But solo and small team, I limit my use a bit more -- often when PA are about to despawn.
  23. Interest in the game generally spikes whenever something new is introduced, then tapers off a bit until the next new shiney. But there are still plenty of people on and we'll have another spike this coming week.
  24. I finally saw Green Lantern on Friday afternoon. It was better than I expected from all of the negative reviews. I'm not a Green Lantern fan . . . I know some about the character from having been exposed to comics over the years, but really didn't know the details of the character from a rabid fan's point of view. To me there seem to be three levels of CBMs -- ones that have "what were they thinking" scenes are mostly bad. Then there are the decently OK ones, but could have been better. Then there are the ones with good characters, stories and acting. I would rank Green Lantern in the middle group.

    I thought it was a decent film -- certainly not great, but I would certainly rank it above a number of other comic book films that contained clear failures. It did not have the failures of things that just didn't fit, like much of Superman Returns, or the playground scene in Daredevil, or the poor casting of Reed and Susan in Fantastic Four. I thought Hal Jordan should have been more intense, and Reynolds just has this flippant aura. His humor was OK in a few scenes . . . I think Nathan Fillion or someone who came across as more intense would have been better. Reynolds would make a better Flash, and could certainly play Deadpool well.

    The chemistry between Reynolds and Lively was OK -- not as good as some but better than several genre films (like the Star Wars prequels or Fantastic Four). A good CBM usually needs a great villain, and Paralax was an amorphus threat without personality. Hammond came across as whiney, a boy who was mad because his daddy wasn't proud of him. But the film did not have the horrible plot holes that bad CBMs often have. It set up the final confrontation so that it did not come out of nowhere. It was still an entertaining film and I don't mind having spent the money to go see it.
  25. Local_Man

    plant/cold

    I threw together a proposed build for you . . . but this is based upon my experience as several Plant combos (Plant/Rad, Plant/Kin at 50, Plant/Storm and Plant/Thorns working their way up there) and my Illusion/Cold. I haven't played a Plant/Cold specifically, but I can see where it would be a good combo.

    I consider Hasten to be a necessity. Plant Control heavily relies upon Recharge-relient powers like Seeds of Confusion, Carrion Creepers and Roots. Plus, Hasten will help your most important buff/debuff powers (esp. Benumb and Sleet and Heat Loss) come back faster. Without Hasten, you will have to dump most good slotting and slot all of these essential powers for more Recharge.

    Personally, I love the combo of Super Speed and Arctic Fog (functionally the same as Steamy Mist from Storm -- and I have played a LOT of */Storm) for Invisibility. Super Speed lets you get into the best position quickly for casting Seeds. If you don't like Super Speed, then you can get by with a Stealth IO in Sprint.

    I built for Recharge and Regen, mostly. Regen is nice for a */Cold, who doesn't have a self-heal. For those emergencies where you need one, Hibernate fills the bill quite nicely. Without building for it, this build has 30% S/L defense . . . not bad. I assumed that the Brutes would be taking the aggro most of the time. Your job is to (a) buff your teammates, then (b) let the brutes gather the foes into a tight group, then hit 'em with Seeds+Roots. (c) Hit the group with Sleet. (d) Then debuff the toughest foe with Infridg and Benumb and Heat Loss. Use Creepers as needed for additional distraction. Save Vines for Add-ins. If the Brutes start taking damage, you can buff their regen with Spirit Tree.

    (I have 4 kids myself, including the two younger ones who team with me on occasion.)

    I'm sure this could be improved, but here's what I have for you. I don't have Frostworks on my Ill/Cold, but since the primary purpose of this toon is to buff the Kid's Brutes, I thought it would be useful. The only purples are the set in Seeds of Confusion, which are fairly cheap. You could get more Recharge with more purple sets. No PvP IOs.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Plant-Cold: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery
    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(34), HO:Nucle(34), Dmg-I(34)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dam%(5), Posi-Acc/Dmg/EndRdx(13), RechRdx-I(25)
    Level 4: Ice Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
    Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(17)
    Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11), CoPers-Conf%(11)
    Level 10: Glacial Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(19)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Frostwork -- Numna-Heal(A), Numna-Heal/Rchg(17)
    Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), EoCur-Acc/Hold/Rchg(37)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(42), RedFtn-EndRdx(42)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(23), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 24: Spirit Tree -- Numna-Heal(A), Numna-Heal/Rchg(40)
    Level 26: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dam%(27), ImpSwft-Dam%(27), Det'tn-Dmg/Rchg(29), Dmg-I(46), RechRdx-I(46)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(29)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), Achilles-ResDeb%(43)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(36), Posi-Dam%(36), Achilles-ResDeb%(36), LdyGrey-%Dam(43)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: 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 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(48), RechRdx-I(50)
    Level 49: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(42), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 27% Enhancement(Accuracy)
    • 91.3% Enhancement(RechargeTime)
    • 45.8 HP (4.5%) HitPoints
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 7.45%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 17% (0.28 End/sec) Recovery
    • 86% (3.64 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1384;673;1346;HEX;|
    |78DA65945B4F135110C7CFF642ED8DB640A514DA522802AD2D6DF4D1C4C4A209061|
    |212A26F5A57BAC0C665B7B6AB91373F80D7276FEFBEA220171FFD00BEA9F14BA8A8|
    |1FA0CECEFF406BBA49F777CEFFCCCC993373B64B0FE643423CBC289468D5505BAD5|
    |AD532EDA665185AD3BBA4AEEBAB81654335ED62D532EA3E21C47867FDD8B4C416C7|
    |B34C97C1A57B6B6B25C7B3366F6DEAA66AEB96195B3037B4A666DAA5E34160D9A22|
    |02B0D4DAB4778B8A8A975ADD9DAD01B419E5F31F4F50D3BC6E305F3BEDED26FEB86|
    |6E6F452F37F4D5D2C2AA565B525BB6D6DC4A508253F4DB51847CDA5EF1C525444AB|
    |8BE32FABE31B2DF810B64E2718B6C8A581177C2276E422459DAA5488A8CA4ECB2E4|
    |FAC0F0EC01878CD0012351601814C80D2FC53DA438525F9CB1492B5EB9E2CDB2711|
    |4D8A3751F563CBE1B2E473A7513A83102B70095615220BF0CE4C716A7B1C5044509|
    |72CE6D5710F984800160920CC2F298616C6ED13C22A345AE7198E80AE380DE31995|
    |60CA51C40297328650EA5CCADB37983020D6273EF20F2190A00214622CC98ED0722|
    |8C18651487973B1EC5610618691C2D8D50FBF41E96690E23CD69A47948EF11D9A71|
    |1742689CE24DF2A4E7E63DB3C2BA2D34554E22E653B2AE38DA2E163B2543EC7092B|
    |29D4280D7CA470195990CC11F762FC37F007F8CBC87F220C8A266D3121CD2764FD2|
    |590DF24ECF29FD9AB15766EB0C2E7987AC4D299C7C013E02963FA19F09CF18E2EDB|
    |8CECE80CA26F935490FB165E10A6C5D997C02BE035A3F886B143E625695EC2059F4|
    |319E7F601645B41F4F7645E9677AC8C1655D0A20ADA37E6E9FA94DAF488544769E7|
    |7B56CB3D4AA54739D7A39CEF51167B9465CFC9172C1464FF23409222A5224BBF3A9|
    |24BC1CD9ABDCEC85F559C02FDECF699619FA36E9F7196FAFF833F7AF237D0FE0746|
    |27E2FC|
    |-------------------------------------------------------------------|