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Do you realize that the status "resistance" from IO sets does not provide "protection?" Status "Resistance" only shortens the duration of the Mez power, but does nothing to prevent that power from hitting. The net result is that a small amout of status "resistance" is pretty much useless. Defense will do more to keep the mez from hitting.
If you really want status protection, you need to go with Indomidible Will from the Psi APP or the Clarion Destiny power. It is very hard to get IW to permanent, but it will provide protection while it is up. At tier 4, the Clarion is perma or pretty close to it. -
I learned (or was reminded something) last night. My buddy and I have been duo-ing a pair of Dominators through Praetoria. Mine is Elec/Earth, his is Mind/Fire. I play mine melee and tend to die a lot, but it has been fun.
Last night, a friend of ours decided to join us for a while on his level 50 Fire/Rad. Fire control makes Electric control pretty much worthless. The Sleep in Static Field is destroyed by DoT from Hot Feet and Fire Cages. The knockdown in Jolting Chain is completely neutered by the -knockdown in Fire Cages. My level 16-19 character was trying to run far enough ahead to be able to throw out Static Field before the Fire/Rad showed up . . . who instantly used Fire Cages (with a purple Grav Anchor set including the Chance for Hold) to invalidate any efforts at control I made. And I really couldn't complain because we were wiping out groups much faster than my Mind/Fire buddy and I had been.
It was amazingly frustrating. I was pretty much limited to my single target hold and my damage powers. So, Electric Control does NOT play well with Fire control. -
Illusion/Radiation controls through distraction and debuff. Not only by drawing aggro to Phantom Army, but also with Invisibility and Deceive . . . sneaking around the edges, confusing foes who would otherwise be a problem. Still, the combo has a lot of control that is usually referred to as "Soft." Spectral Terror is available for permanent control. Perma-PA is possible with enough Recharge. Getting good Recharge for Flash and EM Pulse will give you some "control."
Of the APP sets, Earth has a little bit of control -- Fissure has a mag 2 stun, and Seismic Smash has a mag 3 hold. Psi has knockup in Psi Tornado. All of the Ice powers come with some slow. -
OK . . .
Are you posting this to: (a) ask if it is any good? (b) claim that it is a good build that others should follow? (c) just posting it to increase your post count?
If (a), then a little bit of explanation of your playstyle would help. Do you plan to solo some? Team control? Do you stay at range or try to get up in the action?
In my opinion, your build needs some work. Exactly what are you trying to do with this build? Recharge? Maximize control? Cheap but well slotted? Defense? You have a few things slotted well, while others aren't. Also, the order of your powers seems a bit off, since some key powers are taken later (Rad Infection, Stalagmites) than they should be.
Stone Prison, Radiant Aura, AM, RI and Earth's Embrace are well slotted. A few other powers are close: Stalagmites could use a Recharge in that last slot -- and take it at 12, not 28.
Fossilize: Slot for Acc, Hold, Rech and Damage. If you are going for a Recharge build, then 4 Basilisk's Gaze. Then add Acc and Damage. Hami-Os are an option to maximize all aspects of the power. Or Frankenslot. But 4 level 30 Lockdowns aren't doing much for you.
Stone Cages is not a damage power. You actually get more damage from procs. You got about 19 damage from your slotting. Instead, slot it for Acc and EndRdx, then put in the Posi Blast Chance for Energy Damage and the Trap of the Hunter Chance for Lethal, and your average damage goes up to about 39. If you can afford it, put the Grav Anchor chance for Hold in it, too.
Quicksand: The Slow only affects run speed -- not very useful since the run speed cap is -90%. If you have that slot, use a damage proc or use the slot somewhere else.
Earthquake: Why slot for Defense Debuff when the Earth Control already has massive Defense debuff (20% in most powers, 25% in Quicksand.) Just use Quicksand underneath all the other powers and don't worry about slotting for Defense debuff. Earthquake should have Recharge, and then maybe the Achilles Heal Chance for Resist Debuff if you have a spare slot. You could put the Explosive Strike proc in there if you have a spare slot, but that's low priority.
Ling Rad: Slot for Acc and Recharge, not Slow. (See my Earth/Rad and Ill/Rad guides for why.)
Adding the two Pet 10% Resist Damage procs will make Rocky (Animate Stone) survive quite a bit longer.
Grant Invis? I suppose if you want to provide a service to some teams, but that's not really your role. If you want a place for a Luck of the Gambler Recharge, why not Combat Jumping?
Fissure is a damage power and should be slotted that way. Personally, I prefer a ranged APP set over the short-range Earth set. Ice or Fire. -
Quote:Ah, that makes a difference on why you chose an Earth/Kin. I probably would have suggested a Plant/Kin, though. Plant/Kin and a Scrapper makes a wonderful duo.General note: We play 100% together me and my brother. I play a DM/SD Scrapper with his troller. We wanted kin for damage boost and earth for reliable AoE control, Im not sure how much we have a good setup but dont see it as a "solo" character.
He evendetly dies a bloody lot tho
Tanks for the replay Im sending him an Email and hope he will actually reply himself!
By the way, my Earth/Kin was my first Earth Controller. I have later leveled up an Earth/Rad (See the guide in my sig) and an Earth/Storm. In part because he was my first Earth controller, my Earth/Kin died a lot, too. It was kind of appropriate that I chose the name I did for him . . . his back story was that he had some compulsion to steal these special soil samples from a local Natural History Museum . . . alien soil samples that gave him his powers. Because he stole the soil samples, he was named "Dirt Napper."
. . . . and he spent a lot of time dirt napping. -
Quote:First, Welcome Back!Elec/?: My two choices for secondary are Electric or Energy. I do not know which one to choose but Electric is higher on the list because I know how much people hate the KB when you are in teams.
Of these two, I would suggest Electric/Electric. Regardless of whether teammates like knockback, Electric Control does not do well with knockback. Much of its control is based upon a location-targetted pulsing sleep patch (Static Field) and chaining powers (Jolting Chain and Synaptic Overload). The AoE Immob does not have -Knockback to make Jolting Chain work. As a result, using knockback powers will disrupt your own efforts to control. -
As Airhammer said, Electric Control is really more about layered powers. Static Field is a key part of the set, but the most effective use is by combining powers. In low levels, Jolting Chain helps to occupy foes just long enough for Static Field to pulse its sleep. In upper levels, Jolting will likely become less useful, but I still think it is a fun power to make an entire group look like popcorn.
I have an Elec/Rad Controller at 47. Unfortunately, he's not on my main server or he would have been 50 long ago. I leveled him up all on PUGs, and have just started playing him solo. He is a safe, but not fast, solo controller. Adding Choking Cloud to the variety of controls in Electric makes him effective at shutting down groups continually. As Mr. Grumpums said, knockback becomes an issue since the set relies heavily upon Location-targetted control and chains.
As I said earlier, I'm working on an Elec/Earth Dom, mostly teaming with my buddy on a Mind/Fire. His DoT from his Fire set can sometimes be a problem for Static Field, but other than that, it is a really good combo. Electric Control is great at shutting down a group with Sleep and Endurance Drain. The Earth Assault set lets me take out individual foes while the rest sleep. (I plan to skip Mud Pots.) At low levels, I am far better at AoE control than my buddy's Mind Dom. Even with DOs, Static Field recharges quickly. It looks to me like a Dominator that I can stick with. -
Earth/Kinetics is an interesting combo . . . Earth Control is a great ranged AoE control set with very little damage, while Kinetics pushes you into melee with its close-range buffs and allows your damage powers to do a lot more damage. Both powersets are great, but the synergy is somewhat lacking. Earth Control tends to draw aggro due to its AoE controls, and Kinetics has almost no defensive capability -- you generally make up for its lack of protective powers by killing faster -- but that is hard to do when you don't have much damage. Before the Pet Recharge Nerf, putting Speed Boost on Rocky was one of the biggest benefits of the combo but that doesn't help anymore. Still, both Earth Control and Kinetics are great powersets with a lot to offer.
This build isn't very well focused and is lacking in a few areas. Even with Transfusion and Transference, its is a good idea to have a few slots in Stamina and possibly health. There are a few power picks with which I don't agree, like taking the Medicine Pool when you already have a strong heal in Transfusion. It doesn't focus on Recharge or Defense or much of anything. There are a few different ways you can go with an IO build (build for Recharge, build for Defense, build to maximize power slotting for cheap), but it really needs a focus.
Fossilize: This is a single target hold, but slotted for damage. If you are going to try to do damage, then the build needs some damage power picks like Stone Prison slotted for Damage or Air Superiority. You are getting 6.25% Recharge from slotting the Decimation set, but you could be getting 7.5% Recharge from 4 Basilisk Gaze, a Hold set. If you are going for Recharge, then get the 4 Baz Gaze and finish slots 5 and 6 with an Acc/Dam and a common Damage. If you want to go for Ranged Defense, then the full Lockdown set.
Stone Cages: The Gravitational Anchor set is great for a Recharge build, but I suggest trading out the pure Immob for the Immob/End -- Stone Cages uses a lot of endurance. Fit a 6th slot in there if you use it a lot for a damage proc like the Posi Blast Chance for Energy.
Quicksand: I like to use this a lot underneath every AoE control. It has a huge (25%) Defense Debuff in addition to the Slow, -Jump and -Fly. If you use this a lot, you can slot less accuracy -- and accuracy is always an issue for Kinetics. I personally like more Recharge, and if you have a slot to spare, the Impeded Swiftness Chance for Smashing Damage is nice.
Salt Crystals: This is the most frequently skipped power in Earth Control. It is a PB AoE sleep in a set of better, ranged AoE controls. Some folks would take this as a mule for the fairly inexpensive (for a purple set) Fortunata Hypnosis set in a high Recharge build, which it appears that you have done. But it is not the most useful of powers. Looks cool, though. I'm not a big fan of mule powers, but a lot of folks use 'em.
The slotting for Transfusion and Stalagmites is OK. If you can afford it, 5 of the purple Stun set gives even more Recharge.
Earthquake: Your slotting is OK, but you could replace the ToHitDebuff/End with an Achilles Heal Chance for Resistance Debuff. Or use one less slot, as you are mainly getting a small 2% damage buff from that 5th slot when you already have Fulcrum Shift and Siphon Power. The Recharge in this power is far more important than the ToHit Debuff.
Speed Boost only needs one EndMod. That slot can be used somewhere else.
I don't like the Medicine Pool for a */Kin. Transfusion is already one of the stronger heals in the game. That can also free up some slots.
Volcanic Gasses: If you are spending the Infl for purple sets and going for Recharge, then 5-slot with Unbreakable Constraint, and consider putting the Lockdown proc in the 6th slot. Because of the way this power works, it needs capped or nearly capped Hold and Recharge. Then procs are very effective in it, and this is one of the best places for the Lockdown proc.
Acrobatics: Ever since -Knockback procs came into the game, I have not been a fan of Acrobatics. It uses a lot of endurance for not much benefit. Replace this with Increase Density, and slot a Steadfast -Knockback in it.
Animate Stone: There are a few ways to slot Rocky. Rocky doesn't need capped Accuracy. However, both 10% Pet Resistance procs are very nice here since Rocky already has high Resistance. So for a Recharge build, slot 4 Expediant Reinforcement (Acc/Dam, Dam/End, Acc/Dam/Rech, Resistance proc), keep your Sovereign Right proc and an Acc/Dam.
Fire APP: I prefer the Earth APP for a */Kin. You are already in close, so the short range of Fissure isn't a problem. Fissure recharges faster than Fireball and adds some Stun to stack with Stalagmites. The ugly armor is Smash/Lethal Defense, better than a Resistance armor. Seismic Smash is a melee damage/Hold power that will let you hold bosses more easily when you stack it with Fissure and will do a LOT of damage buffed by Fulcrum Shift. And Earth's Embrace is a Hit Point buff as well as a heal -- more reason not to take the healing pool. -
Quote:Thanks for the kind words. I'm glad it was helpful.First of all, just wanted to say thanks for writing this amazing guide (and your earth/rad one too, it also was a big help to my earth/rad). Without it I would have not made an Ill/Rad. My Ill/Rad is nearing 50 and I'm pretty much set on what I'm going to do as far as builds go. I've made a few modifications to your Perma-PA build to fit it to my needs (removed mutation and recall friend for maneuvers and tactics). My question is, how useful would you say your Fire Shield is? I really like the idea of tactics (maneuvers is set mule) but by running both tactics and fire shield I would run into end issues, so I am thinking of swapping fire shield out for something else like mutation. Is fire shield necessary to survive? I'm more of the type of player that tries to stay out of melee away from the fight (like you said you are in your guide). So I'm just wondering if you always run fire shield and do you absolutely need it if you wanted to solo a tough enemy like a AV or GM? And also do you have any recommendation for what to take for your Interface Slot? /Rad already has a ton of debuffs so I'm thinking I would go for Reactive: 25% res debuff and 75% Fire DoT to help pack some more damage. Sorry to ask so many questions but I really appreciate any input you have.
Fire Shield is certainly not a key power and could easily be dropped. It reduces the damage I take some, but it is not a big factor. I think it helps some mostly with AoE damage as long as the damage is Smash, Lethal or Fire. I do always run Fire Shield. A few times I have thought about trading it in for Rise of the Phoenix . . . but this character doesn't die all that often.
On Interface I went with Reactive, too. That Fire DoT is just too good . . . especially since I am using Spectral Wounds so often that it has a lot of chances to go off on single target attacks against tougher foes. I went with Pyronic on Judgment . . . It just seems to go nicely with Fireball. -
Quote:It has certainly been discussed ever since the doppleganger tech was introduced. I suspect that it would take time to implement that would be better spent on something that affects more than one powerset for one archtype.Annnnnnnnnnnnnnnnnd another thing!
Am I the only that has thought up the idea that Illusion Control's Phantom Army should have the option of creating duplicates of yourself (sans your powers, that would be too powerful) instead of of some random generic NPC's? It is illusion afterall... "Here Bad guys! Which one is the real me? Mwhahaha!"
They can do it, just check out the new Posi TF!
It is probably possible, but may not be an effective use of Developer time. It would be fun, though. I would love it on my, er, 4 Illusion Controllers at level 50. -
I had just gotten my first 50 when I had to immediately make my first Kheldian. Sadly, I was not yet inspired with one of my usual puns and I had to come up with something quickly. Area Man was the level 50, so the PB became "Aerial Man"
My Warshade was later. Since her powersets were Umbral, she became "Umbral-La," who seeks to shield the Citizens of Paragon City from the reign of evil.
Then another Warshade on a different server had a long backstory: young Sue Sherman (her parents were tanks, of course, who had been killed by the Council) found a dying Nictus named Shee T'kar. To save the life of the dying alien, Sue agreed to merge with the Nictus to become: "Sue-Shee" -
Quote:I also have an Asus G50V, but mine is a little bit different with Nvidia 9800 GT graphics. I have been quite happy with how it runs CoH/V, even on a wireless connection. It certainly does not have max Ultra Mode graphics, but it still looks very good.I'm running an Asus G50V-AK100K (WGT SE)
CPU: Intel the 2 Cores Duo T9550 (2,66 Ghz)
Memory: 4GB (2 x 2048MB) DDR2
LCD: 15,4 " TFT WSXGA+ (1680x1050)
2º LCD: ASUS Direct Messenger will be In-Game system information
Record: SATA 500GB 5400rpm
Drive: DVD-RW SuperMulti Double to layer c Lightscribe
Graphical: nVidia GeForce 9700M GT, 512MB DDR3 VRAM
Accessories: Chamber of 2 Mega Pixel imbutida with microphone
LAN 10/100/1000
Wireless 802,11 a/b/g/N
Modem Intel® High audio Definition
Bluetooth
Audio: Built-in audio Azalia compliant chip, with 3D effect & duplex full
S.O.: Seen Windows Premium 64Bits
I know this machine is like 3 years old, now, but even with Ultra Mode out, I can run my graphics at the standard 'recommended' and get decent quality out of it. Only problem I have now, that I didn't used to have, is how hot my system is running. Otherwise, it looks great, and you can alt-tab out pretty quickly to go from browser to game and back.
After the experience with this Laptop, I would be happy to buy another ASUS product. -
Quote:After taking such a long break from the game, you probably should start a new character to learn how-to-play-again/all-the-new-stuff/try-out-new-powersets. There have been a LOT of changes to other groups in addition to what others have said.Hey, I've been out of the game for about 3-4 years now as you can see from my Join date, but I've decided to re-activate for the summer and I'm new to IOs and all such new things. I currently have 7 level 50s and I'm wanting to get your advice on their current state in the game. Its not really a question of which I find the most fun, as I enjoy all of my characters.
It seems to me that Regen got quite the nerf since I last played, I've done a few missions and it seems that even just a few lieut's can really pose a threat. Fire/Fire blaster is awesome AoE but I die to pretty much anything with a mez. Tanks are fun in general, what type of damage are the new TFs doing? Dark/Dark has always been an awesome combo for me, at least in terms of play. Radiation still seems good, I have 4 enzyme hami's and two lysosome's in the tohit debuff. I want to bring something to my group when I play the character, is anything in particular in high demand?
Any help would be appreciated.
Fire/Fire Blaster
Invuln/Fire Tanker
Fire/Energy Tanker
Ice/Ice Tanker
Broad Sword/Regen Scrapper
Dark/Dark Scrapper
Radiation/Psionic Defender
Controllers get "Containment" as an inherent power. This means that if a foe is held, stunned, slept or immobilized, the controller's damage attacks do double damage. This turned some controllers from a low damage support character to a good-to-high damage character able to solo and even farm. Fire/Kin Controllers are one of the main characters used for farming (if you are into that kind of thing . . . I'm not). Fire and Plant are the best at Area Damage, with Fire having a little more damage and Plant having a little more control. There have been other important changes to Controllers as well . . . like Pets do not receive Recharge buffs.
IO sets have made huge differences to several archtypes, including Controllers. Through IO sets, Controllers can substantially increase various enhancement attributes like Recharge or Defense or Recovery. A "Perma-Phantom Army" Illusion Controller can handle Arch Villains and Giant Monsters solo because Phantom Army will keep the aggro of the big baddie, allowing the Controller to avoid most of the damage. (If you are interested, my Illusion/Radiation guide explains it all.) Other Controllers choose to focus on Defense, making them nearly as tough as Tankers.
If you want to stick to the melee damage type characters, I suggest you try something like an Electric/Shield scrapper or brute. It will play differently than any of the characters you have. -
All of the sets have the same base damage for the single target hold and one other single target attack. (Spectral Wounds also does Illusory damage that heals back.) A couple of sets (Fire, Plant, Grav) get a little bit of extra damage from DoT. The AoE Immobs on every set other than Illusion and Mind all have the same (low) damage, except for Plant -- Roots does double the damage.
The reason I say that Electric is a low damage controller is that most other sets have some kind of additional damage power (other than the pets). Fire's Hot Feet. Mind's Levitate and Terrify. Grav's Lift and Propel. Plant's Roots and Creepers. Illusion's Phantom Army and the Illusory damage from Spectral Wounds.
Electric, Ice and Earth are the low damage control sets because their other powers do little or no damage. Electric only gets Jolting Chain (very low damage), Static Field (no damage), Conductive Aura (no damage) and Synaptic Overload (no direct damage, although an argument could be made that confuse powers do some damage). The low damage control sets are very, very slow to play solo. Even with Veteran Powers, it will take you a long time to level a solo Elec, Earth or Ice Controller. Even if you consider the pets, the Gremlins are not very high in damage . . . even Earth's Rocky is better. Personally, I consider Ice to be the lowest damage primary, then Electric and then Earth.
My Elec/Rad controller was made as a team-oriented controller. He focuses on providing AoE and single target control, debuffs and buffs for the the team. It is not unusual to make controllers who do not plan to solo. Before level 35 or so, I pretty much never solo'ed. Now with the Gremlins I can solo if I have to, but it is very slow compared to most other controllers. -
Quote:Notice the first thing I said . . . "Unless you are using it as a single target damage power,"I'd personally never skip Electric Fence on a Controller but I would on a Dominator. Doms secondary dishes out the dmg so using it is probably a waste of end. Now on a troller I personally spam the crap out of it on hard targets and start off my attack chain with it.
Electric Control is a low damage set. It is reasonable to plan to be an AoE controller and let teammates do all the damage. If you don't plan to solo, then Electric Fence is the most skippable power in the set. If you want to solo, then it is important to have . . . but you will still solo very slowly. -
Quote:I'm playing a baby Elec/Earth Dominator currently. (The concept is based upon having the electrical charge grounded . . . ) Both sets have some melee-oriented powers. So far, it is pretty low level but I'm expecting it to be a very good combo. The main problem will be the DoT from Mud Pots will disrupt the Sleep, but I think Mud Pots will be more of a situational power -- more useful after endurance has been drained.Thanks for the responses folks. To the people freaking out about how powerful it is, and my being unaware of this...that is why I created this thread. If I knew what electric was capable of, I would be playing it and kicking butt instead of asking what it can do.
I was unaware of the fun things you could do with the sleep patch. I've been playing since CoH beta, and anytime I see "sleep" anything, I shy away from it. It usually does not suite my style of play. But I can see just how powerful it would be, especially considering it keeps re-sleeping people. Very cool stuff, and is a very unique approach to sleep mechanics. I can only imagine how awesome this would be combined with drain psyche.
I really wanted to use thorns with electric, but am considering something else now. I really want those gremlin pets...they look awesome, and sometimes that's enough for me in this game.
What is the best combo with electric for both a dom and a cont?(I know this is highly subjective, but I want some opinions on this.)
For a Controller, I like my Elec/Rad. Because Elec has a PB AoE aura and a nice ranged AoE control power, Electric combines well with Choking Cloud. I throw out Static Field, then run into the group with Conductive Aura and Choking Cloud running. In a short time, all the foes are held and/or drained of endurance. So far, I think Rad has the best synergy with Electric Control.
Your misunderstanding about Static Field was pretty common when the set was introduced. Sleep powers were mostly disliked by everyone but Mind Controllers and Doms. But Static Field is arguably the best Sleep power in the game. As a pulsing Sleep patch, it certainly has some functional similarities to Illusion's Spectral Terror, which is Illusion's best AoE control power. -
I have been playing a low-level Elec/Earth Dominator a bit lately, which has reminded me of the value of an AoE Immob. Since Chain Fences recharges so quickly, it allows you to keep foes together in a group and at range while your other control powers recharge. Chain Fences allows you to Immobilize a new group coming in after you have just used your other control powers, keeping the new group from overrunning you and your team. Chain Fences lets you keep a group in place while you have time to duck around a corner and catch your breath/heal/recharge/pop an Insp/prepare a temp power, etc.
There is definitely some usefullness in a fast-recharging AoE Immob even before you can proc it up. -
Unless you are using it as a single target damage power, I would say that the single target Immobilize, Electric Fence, is skippable. What makes it even more skippable is that it is Damage over Time, which will wake the foe up from Static Field. Granted, it is the only power in the set with -knockback, but for the most part, I find single target Immobs to be skippable unless needed for damage.
Personally, I find a number of uses for Jolting Chain. On teams, it is not uncommon for a teammate to use some kind of area DoT power, making the pulsing sleep in Static Field far less effective. Jolting Chain will act as a substitute short-term control power, giving you enough time to take other action. I have used Jolting Chain to stop an incomming ambush long enough for the Tank to establish position and get aggro. Jolting Chain just seems to have little uses here and there to make it worth while. -
Two Fire/Rads would be the easiest. Both running Hot Feet + Choking Cloud, popping AM whenever it is up. The follow character could even be spamming the AoE Heal.
Stacked Choking Cloud means most of the foes will be held in a few seconds. Hot Feet to chip away at their health. 6 Fire Imps to wipe out the foes. -
Quote:Most AoE controls have a 20% Accuracy penalty. So you need to make sure that it has enough accuracy to overcome that penalty. Standard slotting for AoE controls with SOs is 2 Acc, 2 Hold, 2 Rech for this reason.First off I really appreciate the detailed response. I can obviously understand the concept of the build on a base level, but it was very helpful to see the reasoning in your choices. To answer your initial question I do indeed prefer team play and its what I spend the majority of my time doing and I yes I was trying to create a recharge heavy build. I realized around lvl 35 that Grav is not the studliest control set as far as teaming goes, but I had seen in the past how cool the combo with storm could be play-wise and aesthetically so I was firm in finding a way to make it work, which I feel I have done for the most part. All these recommendations make way too much sense for me to ignore, but in the hopes that you see this response I do have a few follow up questions if you find the time.
I notice that the AoE hold in Grav doesn't seem to snag as many as it should, is there anything specific I need to do to change that?
Some people slot 4 Baz Gaze in their AoE hold and that's all . . . but those people probably don't use it much. I prefer a 5th slot of Acc/Hold/Recharge, usually from a cheap set like Essence of Curae. Also, remember that the AoE of that hold is not huge . . . the PB AoE versions of AoE Holds (Flash, Glacier, Cinders) have a larger radius to make up for the fact that they are not ranged.
Quote:On your suggested enhancements for GD after the Bas Gaze what set do you mean for the acc/dam?
I have a lot of Hami-Os left over from when I used to do a lot of Hami-Raids and Statesman's TFs. They are available on the market or you can earn them yourself. The one that drops is random, so you may not get the one you want for a while.
If you don't want to use a Hami-O, then any ranged damage set will work. Two Thunderstrikes have a small Recovery bonus.
Quote:I honestly threw Leadership in at the last moment and I do see the potential end problems so is there any thought on what those open power spots would be better used on?
Quote:I'm interested in the full invisibility and with open spots shouldn't be an issue, but is there anything special I need to slot in there to make it "full"?
There is also the Stealth Pool, but ever since Stealth IOs came into the game, I see no reason to use a power pick for stealth (unless you just want a mule power for certain types of enhancements -- I dislike mule powers, as I like something that will provide a benefit).
I find Invisibility to be a big part of my playstyle on a lot of characters -- Controllers, Defenders, Blasters, Corrupters, Dominators and, of course, Stalkers.
Quote:Finally, you mentioned an accuracy cap in your response and after looking through the forums the last week I've seen reference to numbers and percentages to things like Defense cap, -recharge etc. I'm really not familiar with any targets I should be reaching on these important stats. Is there a site or any place to reference this info?
The inherent Defense Debuff in Freezing Rain is enough almost all the time . . . the vast majority of time, enhancing the Defense Debuff will do nothing. It will have an effect once in a rare while, but that's when you use Tornado, which is autohit so it ignores Defense. -
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Quote:Welcome to the game! This is an awesome game with an awesome community.Hello CoH Heroes and Villians. New Player here (currently on Justice server), with some questions.
I am looking to make a toon that is able to fight off dozens of opponents at once, as I have seen many high level guys are able to do. I always played "tanks" in the other MMO's I have played (EQ, SWG, WoW, DCUO) and usually had a really fun time doing so.
Ive made 2 characters so far: Lady Taser (based on this ) and a Tanker named Lady Viltrumite (Invuln/SS)
Lady Taser was lucky enough to find some nice people to show me some of the ropes (Tanker101 and a whole bunch of people whos names escape me at the moment) They ran me through Architect Missions and at the end of the day I was lvl 28.... which was really cool, except I had no idea how to play this character and I am having major issues completing even solo missions now.... (which is why I made Lady Viltrumite, so I could learn more about the game)
Ideally I would Like to have a character that can fight lots of enemies at once and survive.... I have seen some controllers that are able to lock down a whole room and make it look easy... Maybe I should make one of those....
My question is; What is a viable build that I can play from start to finish and not find myself unable to be useful to a group.... Is there a 'buffer' style class that can help others?
I really have been enjoying these first two days of learning the game, and there is SO much more to learn...
There are a lot of characters who could fit your description. My first bit of advice . . . don't "powerlevel" any characters until (if ever) you know the game well. Much of this game is the "journey" rather than the end game. We just recently have had more end-game content added, but there is a huge amount of great stuff, story lines and fun discoveries to be made along the way.
I am especially fond of Illusion/Radiation controllers. If you click on the link in my signature, you will be able to see the rather long guide I wrote about Illusion/Rad controllers. It is an amazingly flexible combo, great solo, on small teams and on large teams. It is fairly easy to play moderately well, but can be a challenge to play very well. Controllers allow you to protect your team with various control powers AND do a lot of buffing and debuffing. In this game, buffing and debuffing is a LOT more powerful than healing. I am fond of controllers overall, but especially Ill/Rad. There are no bad controller combos, but there is a wide range of powers and playstyles available.
My guide will give you a lot of basic information about Controllers and the game in general, too. The guide has recommendations for powers to choose while leveling up, suggestions on slotting, suggestions on strategy in low levels as well as upper levels and discussions on end-game builds. Even if you choose either Illusion or Radiation but not together, my guide should provide some assistance.
Tanks are a lot of fun, too, and have some similarities to Controllers in that the aim is to draw the attention of the foes in order to protect the team. They trade high survival for lesser damage, and the main goal is to draw aggro.
Scrappers are a great combination of great damage and survivability. Most people start with a Scrapper as their first character (or maybe a Brute on the Villain side). My personal favorite scrapper is my Elec/Shield, but it is a bit of a late-bloomer, as the really key powers come at levels 32 and 35. To start out, a Broadsword/Shield is a good combo with a good thematic pairing.
Blasters are ranged damage-dealers, but are more fragile. There are lots of great Blaster combos, but don't take Devices as your secondary until you have more experience.
Defenders are a blend of a buffer/debuffer and a ranged damage dealer. Don't get caught up in the "we need a healer" trap. Empathy is a good set, but there are other good sets, too.
I'll let someone else go through the villain archtypes. -
Quote:When you say "AA on my ice tank," I suspect you mean Chilling Embrace, the PB AoE aura with Taunt, -Speed, -Damage, -Recharge. It is quite different from Arctic Air, with Confuse, -Speed, -Recharge and Afraid. Arctic Air provides a huge amount of damage mitigation . . . I would estimate 50-70% on its own against foes in its aura. Foes try to run out if it when not confused. AA plus Ice Slick is very effective AoE control unless some teammate likes to spam Fire Cages or Stone Cages.I'll make sure to watch those and look at your build. Right now it's too late for me.
I run AA on my ice tank and it gets a lot of attention. The reason I'm planning to hover, besides always playing on teams, is that I want to stay away from those wanting to give me their attention.
My only other two controllers are ill/storm, stalled in the 40s, and a new 50 Fire/rad. Both have been ground based, mainly because they have to be. Looking at Ice/ I don't have to touch the ground, I can hover like my blasters, but I do have to touch down for Glacier.
I've got plenty of time to think about it. I can't start the toon until I think up a name. And I tend to play under 30 by ear, then respec.
I think of my Ice controller as a melee controller because of Arctic Air. I want to let the melee guys get the aggro and then follow them into melee. I would consider Fire, Ice and Electric to be best played in melee. If you really want a ranged controller, look for a primary and secondary that lend themselves to staying at range. Ill/Storm certainly can stay at range or, as I play it, stay mostly at range with an occasional run into melee. Ill/Rad and Ill/TA work best from range. Earth and Mind are great from range. Plant relied heavily on a cone, so it can stay at short range.
Of the secondaries, Kinetics pushes you into melee, and Storm has some reasons to be in or near melee. All of the others can easily stay mostly at range. -
There are some important questions that you did not answer in your post: What is your playstyle? Team Support? Cautious solo? Agressive solo? Aggressive Team?
What are you aiming for? Defense? Damage? You mentioned Recharge, which is almost always good for a controller.
Gravity in general is a fairly weak "team" controller -- Three single target damage powers (Crush, Lift, Propel) while other sets generally have one or maybe two. The main AoE control power (other than the AoE Hold that every control set has) is a quirky foe-teleport with knockback and a long recharge -- far less useful than powers like Flashfire, Static Field or Spectral Terror. Dimension Shift is widely disliked for good reason (I dislike Phase powers, too.), so one of the AoE control powers is skippable. As a result, Gravity is one of the least effective group control sets. I could never get into it until I paired it with Storm.
My Grav/Storm is mostly a cautious solo character who can join in on teams when available to contribute what he can. I built my Grav/Storm to be able to break up groups so that I could take down one foe at a time with my GD-Crush-Propel attack. You appear to have made more of a team character, or you would not have taken powers like Resusitate or Vengence.
Now, I don't have access to Mids at the moment, so I'm going to just make a few suggestions on the build:
Fitness: all */Storm controllers have endurance issues. You should put at least 3 EndMod in Stamina, maybe a 4th slot with the Perf Shifter proc, and use both the Numina and Miracle procs in Health. A third slot in Health for the Miracle Heal will buff your Regen and give you a Recovery buff.
Lift: I skipped Lift in my usual build. Crush does more damage AND sets up Containment. Frankly, I think Crush is a much better choice even though it does Damage over Time. However, the real choice is between Lift and Propel. Propel is great damage, but it is SLOW . . . on a team, it is very common to activate Propel on a foe, and then have a teammate kill that foe before Propel hits. I call it "necroblasting" when I hit something that is already dead. I do a lot of necroblasting with Propel. If you spend almost all your time on teams, you may want your attack chain to be GD-Crush-Lift rather than GD-Crush-Propel. So I would take Crush here over Lift. If you only play on teams, you may want to consider taking Lift instead of Propel, but take Crush.
6-Slotting Thunderstrike is good if you are going for Ranged Defense. If you are going for Recharge, then use 5 Decimations. You took 5 Thunderstrike in Lift and 5 Decimation in Propel. Are you going for Recharge or Ranged Defense? Pick one and go all out for it.
Gravity Distortion: Most of the Hold sets are not great. If you are going for Ranged Defense, then Lockdown is good for the defense bonus. However, that Lockdown proc is not all that useful -- it only has an effect about 2.4% of the time or less. (It often shows that it is working on foes that are already held so that the proc is adding nothing.) If you are going for Recharge, then 4 Basilisk's Gaze. Finish out the last two slots with an Acc/Dam and a common Damage.
I skipped O2 Boost: I take it on most Stormies, but not on my Grav/Storm since Singularity can't be healed. Since I play this character mostly solo, it is a wasted power pick. Many people skip O2 Boost. On a team build, it has some benefit but it is a weak heal, often better used for the protection from Stun and Endurance Drain. O2 Boost is nice to use on a teammate who has just used a Wakie, to break him out of the stun.
I took Snow Storm here. The main benefits to Snow Storm are the -Recharge and -Fly, neither of which can be enhanced. Since Gravity has Slow as a secondary effect of its powers AND it has an AoE Immob, I see little to no benefit to slotting Snow Storm for Slow (which only affects run speed). I used 2 EndRdx.
Steamy Mist: 6 Slots of LotG is probably too much. Take out the Dam/Rch and End/Rech. Maybe add back a Karma -Knockback or a Steadfast -Knockback . . . it will take either one. I personally use Super Speed with Steamy Mist for full invisibility, but if you don't want Super Speed, get a Stealth IO for Sprint or your travel power. There are some nice strategic advantages to full invisibility.
Crushing Field: As far as slotting, it mainly needs Accuracy and EndRdx. After that, damage procs are nice. The best proc is the Gravitational Anchor Chance for Hold from the purple set. You can slot this in a variety of ways depending upon which set bonuses you want. Trap of the Hunter is cheap and provides some nice bonuses, if that's what you want. The most important use of this power is in conjunction with either Freezing Rain or Wormhole's Stun (or Thunderclap's).
Fly: Since I-19 (or was it I-18?), Fly is at speed cap by default, with no flightspeed slotting. So unless you need that small defense bonus, slotting anything other than EndRdx (or maybe a Stealth or the Zephyr -Knockback) is wasted.
Freezing Rain: This is a key power -- Slot for Recharge first, then the Achilles Heal proc, then other damage procs if you have room. The damage it does is misleading . . . those "-1" you see are actually "-.3" so slotting for damage is wasted. Slotting for Defense Debuff is also not really needed, as the amount of defense debuff it already does combined with your standard Accuracy and any accuracy bonuses you have will almost always take you to the 95% accuracy cap.
GDF: It can be slotted a lot of different ways, depending upon which bonuses you want. Lockdown for Ranged Damage, Baz Gaze for Recharge. I think I have mine 5 slotted with 4 Baz Gaze and an extra Acc/Hold/Rech.
Medicine Pool: Can be useful, but consider slotting Heal and Heal/Rech from Miracle for the Recovery bonus. Resusitate is mostly unneeded unless you have nothing else to take -- there are so many ways to rez folks in the game today (Combine Insp to make Wakies, temp powers, day job powers, etc.), that a rez is far less needed than before. Resusitate is a somewhat weak rez, too. There are a lot of other powers I would take over the Rez from the medicine pool.
Singularity: I suggest 4 of the Expediant Reinforcement set with its 10% Resist proc. Singy already has high Resistance, so stacking more makes him much more durable. Consider stacking in the other 10% Resist proc, too.
Wormhole is the AoE control power, other than the AoE Hold, in the Gravity set. Yes, it has situational uses. Solo, it is very useful. On some teams, it can also be very useful, but it takes learning how to use it with strategy. I took it at 26 and have 5 Stupify plus a Recharge in the power. I find Wormhole to be one of the main reasons to play a Gravity controller -- without it, it is a fairly boring set.
I also took Thunderclap to stack with the stun in Wormhole. It looks cool, recharges quickly and can stack a mag 2 stun on top of the mag 3 stun in Wormhole.
I consider Tornado to be more of a damage power that also can be an effective "panic button" power. The overall damage it does over time is significant, and the fact that it is AUTOHIT makes it great for doing damage to foes who may be otherwise difficult to hit (AVs, Fake Nemesis in PFF, Paragon Protectors in MOG). I use it less on my Grav/Storm than on other controllers who have -knockback in their AoE Immob, but it is still useful. It can also take a Pet damage set, like 4 Expediant Reinforcement.
Leadership: In my opinion, */Storm characters use so much endurance that they can't afford the Leadership toggles. A buddy of mine just came to the same conclusion on his own on his Plant/Storm, as he was running out of endurance even with the Cardiac in his Alpha Slot.
As for APP sets, I like Ice. Hibernate gives you a way to get both Health and endurance, and it can get by with a single Recharge. The Armor is S/L Defense, which you could buff with several sets like the Enfeebled Op set in Crushing Field. You have accest to one fast single-target damage power and two AoEs . . . and Gravity could use more AoE damage. -
I made a Psi/Mental Blaster and copied the gold lady on our right, Statesman's left. I named the character, "Splash Screen." If her costume was Red, White and Blue instead of Gold, White and Blue, I would agree that she is probably supposed to be Maiden Justice a/k/a Monica Richter Cole, Stateman's wife and Recluse's sister.
I've always wondered about the names of these folks. Someone once told me that they thought the one I copied was actually named "Golden Girl" . . .