Local_Man

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  1. I agree that it is a well-done build that meets the goals . . . but it skips several powers that I like and make frequent use of in my Ill/TA -- Ice Arrow lets me quickly hold bosses. Glue Arrow. I prefer SI to GI. No travel power -- (Yes, you can use Ninja Run, but I prefer something else.)

    Sacrifices have to be made to get to high defense, and that means giving up some of the ability to Control. I just don't think an Ill/TA really needs all that defense vs. the added control and utility.
  2. My opinion from playing my Ill/TA? Defense really isn't needed -- Slot for max recharge instead. I send in PA, then stand back out of melee and fire off my debuffs and ranged attacks. If any foe even looks like he might try to look at me funny, he gets Deceived, or Ice Arrow+Blind. I even skipped Flash because I always stay out of melee.
  3. OK, here is a quick build I put together. Ranged, Energy and Negative are capped. While S/L is a little bit low, that is made up with high S/L resistance. Decent Recharge. No purple sets.

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

    Click this DataLink to open the build!
    Level 50 Technology Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Crush
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (5) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Endurance
    • (25) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Personal Force Field
    • (A) Recharge Reduction IO
    Level 2: Gravity Distortion
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Accuracy/Recharge
    • (5) Basilisk's Gaze - Recharge/Hold
    • (15) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (17) HamiO:Nucleolus Exposure
    • (31) Damage Increase IO
    Level 4: Deflection Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    Level 6: Propel
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (25) Thunderstrike - Damage/Endurance/Recharge
    Level 8: Crushing Field
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (9) Trap of the Hunter - Endurance/Immobilize
    • (9) Trap of the Hunter - Accuracy/Endurance
    • (37) Trap of the Hunter - Immobilize/Accuracy
    • (37) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (46) Trap of the Hunter - Chance of Damage(Lethal)
    Level 10: Insulation Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Celerity - +Stealth
    Level 16: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Recharge Speed
    Level 18: Gravity Distortion Field
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (19) Basilisk's Gaze - Recharge/Hold
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (37) Essence of Curare - Accuracy/Hold/Recharge
    Level 20: Dispersion Bubble
    • (A) Red Fortune - Defense/Endurance
    • (21) Red Fortune - Defense/Recharge
    • (21) Red Fortune - Endurance/Recharge
    • (39) Red Fortune - Defense/Endurance/Recharge
    • (40) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (42) Steadfast Protection - Knockback Protection
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Resistance
    Level 26: Wormhole
    • (A) Stupefy - Accuracy/Recharge
    • (27) Stupefy - Endurance/Stun
    • (27) Stupefy - Accuracy/Endurance
    • (31) Stupefy - Stun/Range
    • (31) Stupefy - Accuracy/Stun/Recharge
    • (39) Stupefy - Chance of Knockback
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    Level 30: Force Bolt
    • (A) Accuracy IO
    Level 32: Singularity
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (34) Expedient Reinforcement - Endurance/Damage/Recharge
    • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Repulsion Bomb
    • (A) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Damage/Range
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    Level 38: Force Bubble
    • (A) Endurance Reduction IO
    • (39) Endurance Reduction IO
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Temp Invulnerability
    • (A) Aegis - Resistance/Endurance
    • (45) Aegis - Resistance/Recharge
    • (45) Aegis - Endurance/Recharge
    • (45) Aegis - Resistance/Endurance/Recharge
    • (46) Aegis - Resistance
    • (46) Steadfast Protection - Resistance/+Def 3%
    Level 47: Power Boost
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: Energy Torrent
    • (A) Positron's Blast - Accuracy/Damage
    • (50) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (43) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (40) Performance Shifter - Chance for +End
    • (42) Endurance Modification IO
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 22.7% Defense(Energy)
    • 22.7% Defense(Negative)
    • 3% Defense(Psionic)
    • 25.5% Defense(Ranged)
    • 7.69% Defense(AoE)
    • 3% Enhancement(Stun)
    • 5% Enhancement(Immobilize)
    • 62.5% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 13% FlySpeed
    • 61 HP (6%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 5.25%
    • MezResist(Immobilize) 5.8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 15.5% (0.26 End/sec) Recovery
    • 62% (2.63 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.4% Resistance(Fire)
    • 14.4% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 18% RunSpeed
    • 2.5% XPDebtProtection


    Code:
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  4. Local_Man

    Traps

    Well, what do you call Oil Slick Arrow? Lightning Storm? Tornado?
  5. My experience is with a Grav/Storm and a Mind/FF . . . I haven't actually played a Grav/FF. I tried several Gravity builds, and the only one I was happy to stay with was Grav/Storm. Gravity is weak on AoE control, and its strength is single target damage. FF is all about Defense and Knockback.

    Let me say a few things about your build. If you are going for a defense-oriented build, you mainly want to get Ranged defense and maybe some AoE defense. Once you get Singularity, it can be either your tank or your bodyguard, so you won't need melee defense. Of course, you could go for S/L defense by taking one of the APP defense shields.

    Crush: To me, this is a damage power. It actually does more damage than Lift. When playing solo and small team, my single target damage chain is GD-Crush-Propel. If GD misses, then Crush still sets up Containment for Propel, which hits pretty hard. On large teams, Propel is so slow that it often will hit foes who have already been killed by teammates. (I call this "necroblasting.") If you only play on teams, you may want to consider replacing Propel with Lift, but Crush should still be slotted as a damage power. Consider using Thunderstrike in Crush and Propel (or Lift) for its ranged Defense.

    I would recommend adding Propel (or Lift if you mostly team, but Propel hits a LOT harder and looks cool). Another Thunderstrike set.

    PFF is past the Defense softcap on its own. A single Recharge is usually good enough. You could put a Karma -Knockback in there. And that frees up a lot of slots.

    Crushing Field. You took it at 30, leaving you with no AoE control until level 18 (and GDF is on a long timer). AoE Immobs provide fast-recharging control if you know how to use them . . . like casting it and then hiding around a corner. Once you get high ranged defense, the AoE Immob will be like a fast-recharging AoE Hold . . . they can't move and they can't hit you. I would take this early. It is far more useful than Force Bolt.

    GD: Lockdown is OK if you are building for Ranged Defense. Otherwise, I prefer a combo of Acc, Hold, Rech and Damage for my mostly solo build. I went with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage.

    Fly: Consider Super Speed with a Stealth IO for full invisibility. Why? You can lead Singy into the fight to tank for you while you stay unseen. The Raptor pack is just barely slower than Fly, so it makes a fine substitute. If you keep Fly, slot it with just an EndRdx since the default speed is the Flyspeed cap. Or use a Zephyr -knockback. However, you should use either 1 -knockback or 3. Two provides little benefit.

    GDF: If you are going with the Lockdown set, take all 6 for the Ranged Defense bonus.

    Tough: I personally did not take the Fighting Pool as I use Hurricane's ToHit Debuff. but if you are going to take Tough, consider slotting the Aegis set for its AoE Defense. Same with your APP armor.

    Repulsion Bomb: It kind of sucks. I have it, but I've never been impressed by it. It does knockdown, not knockback. However, if you slot it with knockback IOs, it will do knockback. I slotted it for damage.
  6. Before pulling the build up in Mids, I saw a few little things:

    Fossilize: I would replace the Perox with a Nucleous, since Fossilize is often an Alpha attack that you use before you have cast all your Defense Debuff.

    Earthquake: Earth Control already has tons of Defense Debuff. Quicksand alone is 25%. You would do best to slot Earthquake for Recharge and ToHit Debuff.

    Volcanic Gasses: If you can, fit in the Damage proc from Unbreakable Constraint. The multiple guysers that the psuedo pet spawns result in lots of chances for the proc to hit.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    they picked mm and troller because of the pets

    mm in particular are a larger strain on the servers so the theory is less pets less server strain
    That's exactly what they said during the UStream Chat today.
  8. Quote:
    Originally Posted by Father Xmas View Post
    The thing is, the 1978 Superman did get the ball rolling for "modern" superhero films. Or would you rather give that honor to the 1989 Batman?
    Neither, really. Burton's Batman was a far superior film over the first two (badly written) Superman films, but both the Superman and Batman films were still in the "a comic book movie has to be comic" era. And look at the sequels -- Superman III and IV, Supergirl and the Schumaker Batman sequels pretty much killed the trend.

    Blade was mostly unknown outside of the core fans -- it was a good action/vampire flick that happened to be based on a comic. I think X-Men was really the one that got things rolling because it took characters who were clearly from comic books and treated them mostly seriously. Spider-man followed up that success showing that you could actually use the costume.
  9. Quote:
    Originally Posted by White Hot Flash View Post
    If that's the case, then what's the difference between CGI and animation?

    I don't think anyone puts Superman on their list because the special effects were awesome. They did it because the movie was good. An animated movie has a plot, characters, and visuals just like a live-action movie.
    Actually, the main reason to list Superman or Superman II are the special effects and the performance of Christopher Reeve. The writing was HORRIBLE, with plots that had massive holes that had to rely on deus ex machina devices to resove issues. Lex was a villain who was a joke, quite literally. As much as I disliked Superman Returns, at least Spacey's version of Lex was somewhat threatening, and Michael Rosenbaum's Lex was better than either.

    I completely agree that The Incredibles deserves the top spot, followed by The Dark Knight. I would take X2 over Blade 2, mainly because that opening scene was epic. I would list Tim Burton's Batman over any Superman movie -- Jack was a great Joker, almost as good as Heath Ledger's version. There is yet to be a good Superman movie that deserves a spot on a top 20 list, much less top 10.
  10. Quote:
    Originally Posted by Blackgerm View Post
    Hello,

    I also am back after a few years. I would like to play on the most populated servers.
    Welcome back! Take a look at your server list. The one at the top is the last server you were logged in to. The rest of the list is in order of current population, from least populated to most populated at the bottom.

    Virtue and Freedom are pretty much always the highest population servers. Union, Pinnacle, Infinity and several others usually come in next. I mostly prefer Guardian, as I have gotten to know many of the folks there. To me, getting to know good players is better than a large population of people you don't know.
  11. Local_Man

    mind/sonic

    Quote:
    Originally Posted by EmperorSteele View Post
    My sugestions:

    For stealth, get rid of the proc in Hover, and put the Celerity proc in Sprint. That way you're not wasting a slot.
    The Unbounded Leap stealth proc also works in Sprint, and it is usually a lot cheaper than the Celerity proc.
  12. We get a lot of "make me a build" posts. It is generally a better idea to try to make a build yourself in Mids, and then ask for help in those areas where you may not be sure. Try searching for some recent threads on Plant/Rad for discussions on the suggested powers.
  13. I have it on my Plant/Kin. I mainly use it when I have already used Seeds, and then get a new group adding in or an ambush. I use it far more solo and on small teams than on the usual large steam-rolling teams.

    It's a pretty good power for a situational pick-up, and it takes the cheap (for purple) Fortunata Hypnosis or Call of the Sandman sets if you are looking for Recharge. Induced Coma has 2.5% Melee Defense, and Lethargic Repose has several kinds of Defense. Assuming you want to devote 5-6 slots to it.
  14. I see it once in a while, but I don't consider it a major issue. I see it and I think, "Hmm, that's interesting." The graphics in other areas have occasional issues, too. It doesn't happen often enough to bother me.
  15. Local_Man

    HO tricks

    Quote:
    Originally Posted by Nihilii View Post
    Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.
    That trick works for Increase Density for Kinetics, too. It buffs the range and Damage Resistance.

    Another often used exploit is to put Membranes in Shield's Active Defense to buff that power's Defense Debuff protection.

    You can put Endoplasm in Choking Cloud to add Accuracy into a power that won't take accuracy, but you can already do that with Hold sets.

    In single target holds for controllers, one way to get capped Hold and Damage is 1 Nucl (acc/dam), 1 Endo (acc/mez), 2 Perox (dam/mez), 2 common Recharge IO. That gives you the equivalent of 10+ SO enhancements in 6 slots, but no set bonuses.
  16. Local_Man

    HO tricks

    Quote:
    Originally Posted by Nihilii View Post
    Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.
    Of course, that is an Exploit resulting from the way that powers are coded. Theoretically, it could be changed at any time by the Devs . . . but they haven't done it so I think it is unlikely.

    The same Exploit allows people to use Membranes in Shield's Active Defense to buff the protection against Defense Debuff. Or use Enzymes in powers that use EndRdx and Defense to get higher numbers of Defense because the Defense Debuff in Enzyme is 33% vs. 25.5% for a Defense IO. So two Enzymes will cap Defense and add substantial EndRdx.
  17. I have an Earth/Storm at 50 and another one (on another server) at 44, plus I have played a LOT of both Earth and Storm. I haven't yet fully IO'ed out my level 50 Earth/Storm (too many alts), but I'm working on it. But here are a few suggestions and comments:

    Earth/Storm is a great combo with a huge amount of ranged AoE control and some self-protection from the secondary. Plus the added damage can help you play solo if you want to. There are the obvious conflicts of Earthquake and the -knockback in Stone Cages. But that -knockback only lasts for 12 seconds. If you cast Stone Cages, wait a little and then cast Earthquake, the foes will bounce around in their cages.

    You have to be careful of the many Storm knockback powers since many of your controls and your main debuff are AoE location based. I almost never use Gale. I learned to use Super Speed with Hurricane to "herdicane" foes into my AoEs -- that took some practice. A misplaced Lightning Storm can knock foes out of your Control AoEs. (One fun thing to do is jump up to cast Lightning Storm -- If you do it just right, the knockback may turn into knockdown.) Tornado is a force of pure Chaos that can be somewhat limited with Stone Cages, but SC will miss some and Tornado will send them flying.

    First, its all good to look ahead and all, but I really don't think folks new to a character should really focus on their level 50 IO'ed out build before they have played the character to a significant level. Each person has his own playstyle and way of using the powers. What may be great for me may not be the way you like to play the character. Personally, I don't like to sacrifice control powers for Defense powers. If you are playing a team controller, you should be able to work with your teammates to control groups before they begin to shoot at you. Let the Tank and the other melee guys draw the aggro . . . or use stealth to lead your Rocky into the frey and let him draw the aggro. Once you control the group, you don't need defense. If you drop things like the Fighting Pool (which only provides benefit to you and not your teammates), you will have more room to take those powers that will provide a benefit to the entire team. (Besides, Hurricane with its ToHit Debuff provides enough protection when needed most of the time.)

    You have slotted several things to get the Ranged Defense at the expense of other benefits. For example, the Stupify Knockback IO is horrible, but you have it there twice for the ranged defense. 6-slotting Blood Mandate in Rocky, when adding the two +Resistance Pet procs will substantially help him survive tough situations -- I use him as my tank when solo or on small teams without a tank.

    On the other hand, if you find that you are constantly faceplanting, then you may need those defense powers to stay alive and contribute. It depends on your playstyle and the kinds of teams you join.

    Snow Storm v. Quicksand: The two powers may be Slow powers, but they do very different things. Snow Storm is the Foe-anchored toggle with -Recharge and -Fly . . . That -Recharge is a huge benefit, and the fact that it goes on and stays on a foe makes it very effective. Snow Storm is also great for knocking fliers out of the sky. Quicksand is a location-targetted AoE with a huge -25% Defense Debuff. I generally throw it underneath all my other Earth AoE controls to catch anyone getting away and to make it easy for any AoEs to hit. Frankly, Quicksand makes Tactics unneeded, unless you want to spend that powerpick and endurance on a +perception power.

    I use them both -- Quicksand gets used continually underneath Earthquake, underneath Volcanic Gasses and underneath Stalagmites+Stone Cages, as well as for setting up traps for ambushes and corner pulls. Snow Storm is more situational, but very nice to have when other controls don't work, like against those Cimmeroans -- put Snow Storm on a Cyclops and he slows to a crawl and can only attack once in a blue moon.

    Fossilize: If you can afford it, replace one of those Damage with an Acc/Dam Hami-O. The Baz Gaze set is a little bit low on accuracy for a power that will sometimes be an opener and needs to hit. Otherwise, good slotting.

    Stone Cages: If you can, go for 5 of the Gravitational Anchor set with its Chance for Hold proc. Then add the Posi Blast proc at the end. That Chance for Hold proc goes off all the time.

    My view is that Tactics is mostly wasted on an Earth Control character because of all of the -Defense in the set. Plus, I find that running Leadership on an already-endurance-heavy character is too draining. And you want to run Fighting toggles, too. My Earth/Storm has the Cardiac Alpha boost and still gets low on endurance sometimes, even with a few Recovey buffs and without Leadership or Fighting.

    I went with the Ice APP. Hibernate takes care of my lack of self heal and lack of End Recovery power. Two ranged AoE attack powers. And a S/L Defense shield in one power, not 4 or 5.
  18. Quote:
    Originally Posted by Brian of Many View Post
    Ok. i understand where u come from. Controllers are not scrappers. But would it be good to put some IOs in it for bonuses maybe? To get some extra damage etc. I don't mean build it as a scrapper but kinda build it as an ultimate controller.
    IO sets are great . . . they let you slot for multiple enhancement that you might otherwise skip (A damage set will include Accuracy, Damage, Recharge and Endrdx, and maybe some Range, too.) The bonuses can also be nice, er, bonuses, that don't really add up to much unless you specifically build for certain bonuses. However, once you decide to spend some Infl to make a focused build, a fully IO'ed character can be much more powerful than one with SOs or common IOs.

    Personally, I don't start thinking about IOs until about level 27 or 32, with certain exceptions. For a Plant/Kin, levels 35 and 38 will provide a substantial change in the character, so you may not want to decide on the direction of your build until you have some experience with Transference and Fulcrum Shift. As for early IOs, I would try to get a Steadfast -Knockback in Increase Density as soon as you get the power. I would try to get that Celerity Stealth (it is expensive in lower levels, but you can get it with Hero Merits) to put in Super Speed as soon as you can.

    On the other hand, "frankenslotting" (mixing IOs from several sets to get better enhancement) can start early. An Acc/Dam from two sets will provide more enhancement than from a single Accuracy and a single Damage in those same two slots . . . and the IOs won't expire -- but you can replace them with higher level IOs as you choose. So go with Frankenslotting early, and then build for your sets later once you know how you like to play the character.

    Once I think about IO sets, I try to decide what bonuses will do me the most good. For Controllers, it is usually Recharge and Recovery. However, a */Kin gets some Recharge from Siphon Speed, and gets a refill of endurance from Transference. Still, I think Recharge adds a lot since you have to rely upon siphoning off of a foe to get that Recharge from Siphon Speed. Global Accuracy bonuses are nice for a */Kinetics and any AoE-focused controller.

    Damage bonuses don't provide much bonus once you get Fulcrum Shift. Damage procs can be nice (good in Creepers, for example) to add damage past the damage cap. However, I would not sacrifice effective slotting to fit in procs, especially if you are first learning to play a controller. I suggest spending some time playing the character before worrying about IOs other than the two I mentioned above.
  19. Quote:
    Originally Posted by Brian of Many View Post
    Thank you L_M and Arg for the excellent controller advice i needed it. I want to become an expert controller because it seems like a very diverse AT. I have one more question and ill let yall be about yalls way. What about other stuff such as Leadership, Fighting, and Epic pool. What must u pick up for such things.
    I would suggest you don't worry about the Fighting Pool quite yet. You don't have to softcap a controller.

    Let me say that again: YOU DON'T HAVE TO SOFTCAP A CONTROLLER. Controllers control first. Your best strategy on a team is to let the tank run in and grab the aggro, gathering up the foes into a tighter group. Then get in the best position to hit as many as you can and throw Seed of Confusion and Roots. Then use your buffs, then more Roots. You will be chipping away at the health of the foes while your teammates go to town wiping the foes out in nearly complete safety.

    Leadership has some benefits. Assault is useful in low levels to increase team damage, but once you get Fulcrum Shift at level 38, you should be able to cap the team's damage much of the time with FS alone. Maneuvers in nice to add some defense to the team, but unless you are building a lot of defense yourself, it won't provide you much benefit. Tactics, on the other hand, is a nice addition for a Plant/Kin. Most of your powers require a ToHit, and it will improve your chances. You don't NEED it, but it is nice to have if you can afford the endurance cost and power picks. I personally am not a big fan of Vengence, even though it is a huge team buff -- but many people love it.

    As for APP choices: I went with Earth for several reasons. Fissure is a short-range, fast recharging AoE. Since I am in or near melee most of the time, it works well (but I have to stay on the ground). Seismic Smash is wonderful -- a hard-hitting single target attack that also has a Hold. Seismic + Strangler will easily hold a boss quickly. Plus, Plant control is strong AoE damage over time, but lacks a hard-hitting single target attack, and Seismic fills that hole nicely. The Rock Armor is really, really ugly but provides nice Smash/Lethal Defense -- so if you later decide you want some defense, this armor will give you a huge start. Earth's Embrace is the HP Buff/Heal that you can use when you are NOT near a foe, so that takes care of another problem for Plant/Kin.

    Ice is a nice set, also with a Defense-based shield and two ranged AoE attacks. If you want to stay ranged, then Ice is a good choice. Fire is good damage, and offers the only self-rez available to Controllers. Primal's Power Boost could boost the duration of your confuse powers, but is otherwise not that great. Psi has Indomidible Will for mez protection, but this can be replaced by Clarion from the Incarnate powers.

    Then there are the PPP powers you can get going Villain . . . but I'm not going to go into all those. I'm pretty happy with the Earth APP.

    Some folks with advanced, IO'ed out builds will choose to try to build Defense to the softcap. It is expensive and you may need to give up some useful powers to get there. You may want the Fighting Pool to get there. If you choose to go that route, that's fine. But I would suggest you play your character (not PL it) up to 50 and learn how to control. Controllers are not scrappers or tanks or brutes. They should not be the ones to run into battle first, drawing all the aggro. Once you have learned how to play your Controller as a Controller, then you can decide if you want to build it like a Scrapper with softcapped defenses.
  20. The Hero Merit process is the slow-n-steady sure thing way of getting your Luck of the Gambler Recharge recipes. The market is the fast-n-risky way of maybe getting your recipes.

    I took one of my oldest characters sitting on 110 mil and decided to try a little bit of marketeering (I'm generally not a Marketeer). I picked a niche that seemed to have a pretty quick turnover. Bought up recipes and Salvage, crafted them. The IOs were selling pretty steady for 20 mil, and I was crafting them for about 3-5 mil, a nice profit. I put them up for sale at 17 mil and they were selling quickly. After about 2 sets of 10, I crafted and put up my third set of 10. 6 sold at the same 20 mil mark, but then there seems to have been a market price switch . . . to 15-16 mil, just below my listing price. Those 4 have been sitting on the market now for 3 weeks at 17 mil . . . I could just eat the listing fee and re-list them, but I'm not really in a hurry. I keep hoping they will sell eventually.

    The point of the story is that the market is volitile. You can earn a bunch very quickly, but you can't be sure if a market price fluxuation will suddenly result in losing out on some significan listing fees or take longer to sell. If you have Reward Merits and even a moderate amount of Infl, you can buy one Hero merit per day with 50 Reward Merits and 20 Mil Infl, earn one Hero Merit every other day with Tip Missions. Craft and sell a desired 1-merit recipe on one day and then buy your LotG Recharge the next day. If you choose your recipe-for-sale right, you should be easily able to make up the 20 mil it costs to buy one Hero Merit per day. You will have to do other things to make sure you have 50 Reward Merits per day.
  21. The Stupify set will only work when you are using the default ammo. If you use Fire or one of the other ammos, isn't Supressive a Hold then? How about changing to the Lockdown set? You will also get a chance to Hold a Boss with the proc in that set.
  22. Welcome to the forums! Controllers are my favorite AT in the game, as different power combos have widely different playstyles and abilities. Plant/Kin is a busy build with a lot of time spent "up close and personal" to the foes -- I found that mine usually used a few powers at range and then ran into melee. Making a build depends a lot on your particular playstyle. Do you play mostly solo or on small teams or large teams? Are they regular friends or just a PUG ("Pick-Up-Group")? Do you have preferences for certain travel powers?

    Fortunately, Plant/Kin is a pretty open build with a lot of personal options. The key powers in Plant are Strangler, Roots, Seeds of Confusion, Carrion Creepers and the pet, Venus Fly Trap a/k/a Twoey (nicknamed after the carniverous plant in "Little Shop of Horrors.") Take those as soon as they are available. All of them need 5 or 6 slots eventually. Slot Strangler for Acc, Hold, Rech and damage. Slot Roots for Accuracy (at least 2), max damage and some Recharge and EndRdx if you can. Seeds of Confusion needs Accuracy, Confuse and Recharge (2 of each is good). Creepers and the pet come later.

    Other powers are optional and there are varying opinions. I think Vines is a must have. Entangle is good to add single target damage if you mostly solo, but otherwise skippable. Spores is a targetted AoE Sleep, which can be useful solo or on small teams, but is mostly worthless on large, fast moving teams because teammates will immediately wake them up. Spirit Tree adds a lot of Regen, but with the strong heal from Kinetics it's easily skipped.

    From Kinetics, you definitely want Transfusion (you have to take it, but you would want it anyway), Siphon Speed, Speed Boost (for teams! if you only play solo, it could be skipped), Transference and Fulcrum Shift. Slot everything other than Speed Boost for Accuracy to start. SB only needs a single EndMod enhancement.

    For the optional Kinetics powers, I always take Siphon Power -- some folks say it is skippable once you get Fulcrum Shift but it works better on single targets than FS. Repel is widely considered the most skippable power in the set, but it has its uses as the only strong defensive power in the set -- Repel has actually saved me and let me save the team a few times. Increase Density is a nice teammate buff that has a very short duration but does several things, but skippable solo. IR is a limited duration Super Jump . . . I always skip this because I find it annoying to use as a travel power, but some people like it.

    One choice that I found was significant -- I chose Hasten/Super Speed for my travel power, and put a Celerity Stealth IO in Super Speed for full invisibility. You can earn a low level one with 2 Hero Merits. This let me get in just the right position for using Seeds to get the largest groups and helped me avoid faceplanting quite a few times. If you don't want Super Speed, you can get a Stealth IO and combine it with Stealth from the Invisibility Pool.
  23. Quote:
    Originally Posted by ClockWatcher View Post
    Consider replacing GI with Consume. Ill/Rad is very hungry especially if you are running defense toggles.
    With the Recovery in this build, that really isn't necessary. The only toggles running are SI, Fire Armor and CJ. CJ uses almost no endurance.

    Consume has a long recharge and has limited use. If endurance becomes a problem, turn off SI and use GI instead. It uses a fraction of the endurance.
  24. Quote:
    Originally Posted by Final Dance View Post
    I noticed that the last comment was from 08'. There are 2 new Troller powers now. I would like your thoughts on Electric , and Plant trollers. A full list. I really liked the rest of your guide, as it was "Redunkulusly" amazing. There have also been new secondarys added, like: Dark and Cold Domination. I really would like your take on all the new additions to the Troller AT. Thx again for your info. I will be using several of your ideas. I think my 1st 50 will be a Troller.
    Enant was a frequent contributor and great source of information and opinions for a long time, but appears to have left the game.

    As for Electric and Plant: Electric is a low damage set with a variety of control powers that layer for effective control. It has the most effective AoE Sleep power in the game, Static Field. It also has a PB AoE endurance drain aura, a ranged, chaining knockdown power and a ranged, chaining confuse power. The AoE Immob does not prevent knockdown -- the only other controller primary similar is Gravity.

    Electric can be interfered with by other players with AoE damage over time powers. Also, the endurance drain takes a while to have much of an impact. In my experience, this is significant to make the set less effective. The set works best on small teams. Electric control works well with the Radiation secondary, because Choking Cloud adds another PB AoE layer of control.

    Plant is probably the second highest AoE damage control set, mostly because Roots, the AoE Immob, does twice the damage as the Immobs from other sets. At level 8 it gets Seeds of Confusion, a cone confuse power that makes Plant compete for the best AoE controller in low levels. The main weakness for Plant is somewhat weak single target damage and foes who resist confuse and Immob.

    Plant works very well with several secondaries. I have Plant/Rad and Plant/Kin at 50, and I'm working on a Plant/Storm -- I can highly recommend all three, although I would rank Plant/Rad slightly lower on damage but higher on safety.
  25. All you people upset about the failure of Fox to follow X-men continuity from the comics? Go watch the cartoon, X-Men: Evolutions. Now have fits.

    The First Class movie was pretty good. I observed several continuity errors, but just didn't worry about them.