Local_Man

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  1. Local_Man

    Fire Rad

    Multistrike is a good slotting for Hot Feet, assuming you are going for some defense. Another option is to cap Damage and EndRdx and add some Slow, too. The Slow keeps foes in the AoE longer, giving more time for Choking Cloud to pulse its holds.

    I think in my two Fire/Rads, I have Dam/End and Acc/Dam/End from Siroccos, Dam/Slow and Slow/End/Rech from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx. That caps Damage and EndRdx, and gives good Accuracy, some Slow and two small but useful bonuses.

    My Illusion/Rad guide discusses Choking Cloud and how it works. Slotting this power for capped Hold makes a big difference. Then getting capped or nearly capped EndRdx is the next priority. Then the Lockdown +2 Mag proc. One of mine (the cheap build) has Hold and EndRdx maxed using Frankenslotting, and then the Lockdown proc. The other has 4 Unbreakable Constraint (including the damage proc), the Lockdown Proc and a common EndRdx.

    As for a choice of the APP set, both of mine have the Psi pool for Indomidible Will. I found getting mezzed to be my biggest problem, since it turned off both Hot Feet and Choking Cloud. (Of course, now we have another choice in Clarion from the Incarnate options, but mine haven't gotten there yet.) Psi Tornado, Mind Over Body and even Psi Blast work well.
  2. Local_Man

    Fire Rad

    Some of us don't have access to Mids all the time, so posting a readable version of the build is helpful. I don't read hexidecimal very well.
  3. Local_Man

    Ill/Rad

    Quote:
    Originally Posted by CoHplayer View Post
    I usually don't play controllers, but I wanted to make one. I will be using my troller on Task Forces and trials and was wondering if an Ill/Rad would be a good combo to use for this. If not, what would be? Thanks for the help!
    Illusion/Radiation Controllers are my favorite character in the game. Ill/Rad is amazingly flexible, in that it can Blast, Control, Defend (buff/debuff) and Tank. It can be the team spy. An Ill/Rad can solo AVs and GMs probably easier than any other character . . . before Incarnates.

    An Ill/Rad is useful on any team. Some types of controllers have conflicting powers . . . The Ice Controller trying to use Ice Slick tends to get a little frustrated with the Fire controller who keeps using Fire Cages (which prevents knockdown). Ill/Rad doesn't have those kind of problems. You have a wonderful team buff that everyone loves. (No complaints about "I don't want SB!") Great Debuffs that help the team defeat foes faster and more safely, an AoE Heal, a rez and some unique powers.

    One way to complete TFs faster is to have a Team Spy. Ill/Rad, with Superior Invis, Deceive and Phantom Army, is uniquely effective for this . . . just add Recall Friend from the power pools. You can run around invisible to find objectives and click glowies. Are there foes on or near the glowie? No problem . . . Deceive one or two, or even send out Phantom Army to draw a group's attention while you click on the glowie unnoticed.

    If you are considering rolling up an Illusion/Radition Controller, I suggest you read my Ill/Rad guide, linked in my sig below. The guide has lots of information on the powers, how they work together and suggested builds leveling up as well as a final end-game build. You will also find lots of strategy tips.
  4. Storm is a really great secondary, but it takes some practice and understanding to play it well. Everyone is right that Fire/Storm will drain your endurance bar faster than a thirsty Irishman will drain a pint of Guinness. I'm a bit fond of */Storm, as I have 3 at 50 and 3 more in the 40's. Listen to Mental Maden . . . the others have a lot of good points, but bits and pieces of their advice that I don't agree with.

    For example:
    Quote:
    Originally Posted by Midnight_Tempest View Post
    Be wary of placing that many slots in Thunder Clap - while the disorient is extremely powerful (it's capable of locking down all but the bosses), it falls into a subset within Storm of "things which are decidedly less awesome with Hurricane on". What happens is that you hit Thunder Clap, disorient a bunch of stuff, and then Hurricane (because you positioned yourself in the center to maximize effect of Thunder Clap) repels the entire mob radially outward. If you don't mind it, go for it, I keep Thunder Clap because I use it all the time and the animation is awesome.
    Thunderclap is actually a Mag 2 Stun . . . which means it will stun only Minions on its own, not lieutenants. However, as Mental Maden suggested, stack it with the Mag 3 stun in Flashfire and you can stun Bosses. (The animation is awesome, however.) Like Mental Maden said, Hurricane is a very situational power . . . only use it in "panic button" situations or when trying to "herdicane" or maybe a strategic choke point. I generally keep it set up with a bind for an a easy-to-use toggle button.

    Quote:
    Originally Posted by Pinkpup View Post
    Cinders - The Lockdown proc there works great.
    The Lockdown proc has limited value in most hold powers. It is a 15% chance to add a Mag 2 hold, right? Char and Cinders will, on their own, hold minions and lieutenants (assuming they hit), and will hold bosses 20% of the time. So even if the proc goes off (and you see the nice tesla cage animation), it is actually doing nothing if the foe is already held. The proc will only provide any value at all against bosses who were not held by Char or Cinders initially. So, 80% of Bosses x 15% means that only 12% of bosses ONLY will be affected by the proc. Bosses are what percentage of groups? One out of five or less? Assuming it is one out of 5, then 12% x 20% = 2.4% So that proc is only having an effect on 2.4% of foes. It looks like it is going off a lot more than that, but it is only having an effect 2.4% of the time (or less). Not worth a slot in my opinion. I prefer to slot Char with some additional Acc and Damage. In Cinders, add an extra Acc/Dam/Rech from any set.

    I personally would never skip Hot Feet on any Fire Controller (other than maybe a Fire/TA). The combo of "Flashfire+Fire Cages, run in with Hot Feet" is the core to a fire controller. Fire control gives up some control powers for that damage in Hot Feet. If you (or your wife) wants to control from range in the air, consider Illusion, Plant or Mind as a primary. Grav works well with Storm, too, but it is not a great team controller. Earth/Storm is a wonderful ranged controller, but you need to be on the ground to use Stalagmites.

    A few other points, mostly in agreement with the others:

    Better plan to have both the Numina and Miracle procs in Health, and add a Miracle Health for the bonus. Put a couple of Miracles in O2 Boost, too.

    Gale: I rarely use it . . . a single Acc in the default slot, as it has reduced accuracy. If you use it a lot, add more accuracy or it will miss a lot.

    Fire Cages: It mostly needs Accuracy and EndRdx. At level 50, that Gravitational Anchor Chance for Hold is wonderful in this power. Procs will generally do more damage than slotting it for damage.

    Snow Storm: Two EndRdx if you use it regularly, otherwise 1. The most important part of this power is the -Recharge, which cannot be enhanced.

    Flashfire (and Thunderclap): as Pinkpup said, get rid of the knockback proc. The only exception might be if you really, really want the Ranged Defense from Stupify, but that proc is one of the dumbest in the game. . . If the guy has just been stunned, why do you want knockback?? Put a Recharge in the 6th slot for Flashfire, move the slot somewhere else for Thunderclap.

    Steamy Mist: You know you can slot it for Defense? So that Luck of the Gambler Recharge in Stealth can be moved here. I have recently changed my view and prefer to slot Steamy for Defense instead of Resistance. Besides, if you eventually take the Cardiac for your Alpha Slot, it will add Resistance to this power. (Personally, I dislike the Stealth pool. I would rather than Super Speed. SS and Steamy Mist together is full invisibility, which I use on most of my */Stormies. If you don't want Super Speed, then just put a Stealth IO in Sprint.)

    Fly: Do you realize that Flightspeed in Fly does nothing? Fly is at Flightspeed cap without any slotting at all. Slotting the Zephyr set is only useful for the bonuses. If you need knockback protection, move that slot to Hover for a Karma, it is cheaper.

    Freezing Rain needs Recharge first, then procs are a nice bonus if you have leftover slots. Defense Debuff has limited value and really doesn't need to be enhanced. Once you get up to 95% Accuracy/ToHit, you can't get past that.

    Bonfire: I like this power and have it on all of my Fire Controllers . . . but usually with only one slot. The problem with using it as a damage power is that you have to use it in combination with Fire Cages which must be re-cast every 12 seconds, and Fire Cages will often miss a guy or two, resulting in those guys flying back out of the area. Some people like it for damage, so that's a personal choice.

    Fire Imps: There are lots of ways to slot them, but my opinion is that the Defense proc is mostly worthless unless you already have a lot of defense (Fire/FF or Fire/Cold, maybe). The Imps run around, often out of range of the proc. I prefer to slot them for Damage and Recharge -- you can cast them more often when they die. I like to slot them the same way as Illusion's Phantom Army: 4 Expediant Reinforcement (leave out the Dam/End and the proc), and then the Dam/Rech and Chance for Build Up from Soulbound Allegiance (purple set, but not too expensive).

    You skipped Tornado . . . Twisty can add a lot of damage over time, and is your best way to overcome an AV's Regen. The knockback can be overcome with the -knockback in Fire Cages, but has the same problem I mentioned above for Bonfire. However, note that Tornado is AUTOHIT. It can do damage to foes who are in PFF (Fake Nemesis) or MOG (Paragon Protectors) as well as AVs. It can also be another "panic button" power or a major source of damage for the "cul-de-sac of doom" . . . trap a foe in a cul-de-sac or room with only one exit (using Bonfire or Hurricane), then unleash Tornado and Lighting Storm and the Imps . . .

    For an APP, I would take Ice or Psi over Primal. Psi has Mez protection if that has been a problem for you. Ice gets Hibernate, letting you get back both Health and Endurance. Plus a Defense-based shield. Plus a great single target blast and a good Rain-type AoE to supplement Freezing Rain with damage.
  5. My Archery Blaster is Arch/Energy. He stays almost always at range, with Boost Range making Fistful of Arrows into a decently long AoE. Boost Range+Snipe means that you can defeat a minion or lieutenant long before his buddies can shoot at you, and you can take a large chunk out of a boss. Boost Range+Rain of Arrows lets you have more time to deal with survivors.

    The first power in the secondary, Power Thrust, makes a great "get out of my face" power so that you can keep foes at range. Of course, you get Build Up (unlike Devices), so your all-important Rain of Arrows will do a lot more damage. You get a melee stun which will stack with Stun Arrow to take out a boss, which I have found to be very valuable -- I hit him with Stun Arrow as he comes towards me, then the melee stun when he gets to me. Then I hit him with Total Focus for some serious damage, back away and start shooting arrows.

    I can see Ice being a good secondary for Arrows. Shiver is an amazing mitigation tool with a huge Slow and -Recharge. Ice Patch for personal protection. Chilblain as a ranged Immob. And even a melee hold.

    I just got my Dual Pistols/Devices guy up to 50 last week. Devices is a fun secondary if you like to mostly solo, but it is slow to set up Trip Mines to make up for the lack of Build Up. I even took and used Time Bomb, that universally hated power (and actually liked it!) In fact, I took every power in Devices except for Taser . . . I took the Devices set because I wanted to experience it. Now that I've tried it, I doubt I will ever do it again. I'm not sure I would go with Devices for Arrows. That Build Up with Rain of Arrows makes a big difference.
  6. Local_Man

    Best Final Toon

    My favorite Melee character is my Electric/Shield scrapper. The double BOOM of Lightning Rod+Shield Charge wipe out large groups, with only a boss left standing. It is not too difficult to softcap, and once you get there, it's survivability is awesome. The addition of the Incarnate Heal has made it even better . . . I don't think I have faceplanted once since I got it.

    Of course, once nice thing about shield scrappers is that teaming with other shield characters gives you a defense bonus.
  7. It won't be easy and you won't get much since many of the sets start at higher level. (Luck of the Gambler starts at 25.) Call To Arms for Phantom Army. Basilisk's Gaze for Blind and Flash, if you take Flash. That's all I know off the top of my head.
  8. Just to confuse the neighbors, I put several pairs of shoes out front and put Dry Ice in them . . .
  9. Quote:
    Originally Posted by Scythus View Post
    You forgot the Fantastic Racism. The Terran Federation espouses that humanity is superior. The Bugs must be eradicated.
    Did you even read the book? The Bugs attacked first. That's survival, not racism.

    and besides, it is actually species-ism, not racism. Yeah, your little link talks about "hiding" racism as speciesism. Sorry, but I don't agree when you're talking about survival. To call the book Starship Troopers racist is ignorant considering the many different human race groups of the good guys. Even more so if you have read Heinlein's other works. Aliens could be good guys or bad guys. Humans were just as often the bad guys.

    As to the original topic -- the movies exist separately from the comics. It is a different medium with a different audience. The producers/directors/writers/actors/editors for a film will view what makes a good movie different than the editors/writers/artists view what will make a good comic book. While the comic fans certainly "start the buzz" for a comic book movie, ultimately, what really matters is whether it is an entertaining (and not necessarily good) movie and not whether it is accurate to the source material.

    Have you seen "The Running Man?" Ever read the story? Not even close, other than the basic premise of taking a convict and putting him on TV in a game show for his life. Still, the film was a mostly enjoyable film.
  10. There is no "one best way" for slotting them. Both pets gain a lot from slotting the +10% Resistance procs, because both Rocky and Singy have high Resistance. Both pets excell at being tanks, so the higher Resistance adds a lot to their survival.

    I prefer to slot Rocky with 4 Expediant Reinforcement, including the Resist proc, and then add the other Resist proc and an Acc/Dam Hami-O. I generally look to Rocky to be not only my Tank/Aggro magnet, but also to do some decent damage.

    As for Singy, there are a lot of options. You could use the same slotting as above for Rocky, but replace the Acc/Dam Hami-O with an Acc/Mez. The nice thing about the Acc/Mez Hami-O is that it will buff both the Hold and Immob with one enhancement. While Singy's damage is helpful, I see it more as a tank/aggro magnet/controller.

    I've seen a lot of different slotting options, depending upon one's build.
  11. Local_Man

    Run-In Bug Fix

    October 2010 I sent a PM to Castle:

    Quote:
    Originally Posted by Castle
    Quote:
    Originally Posted by Local_Man
    I assume that others have sent this to you, but I haven't. I'm not one of those folks who bothers you, but this one bug is really frustrating.

    Illusion's Phantasm now constantly runs into melee and gets himself killed. He is supposed to stay back, float with the controller and blast from range while he uses his decoy to draw the aggro. Instead, he is running into melee within a few seconds. He has to be constantly re-cast. It is having an impact on how Illusion can play.

    Is this a bug that is recognized and, hopefully, being worked on? Is it "working as intended?" (please no!) Is it as a result of the AI changes needed for other pets who were NOT running into melee like they should?

    Thanks!
    This is affecting most pets and critters. It's on the radar to be addressed.
    Clearly it is not "working as intended." They know about it but haven't fixed it yet.
  12. Local_Man

    Power Duos

    Quote:
    Originally Posted by Mezmeara View Post
    You all have made some excellent suggestions/observations.

    As was mentioned by Vysires, there have been times when one or the other (usually me) feels a little useless. Or worse, impatient waiting for my husband's "alpha strike" powers to recycle because he didn't want to put recharge reductions into his enhancement slots. =) The absolute worst for us was when he had a traps character and I was bleeding out of my eyeballs with boredom waiting for him to finish planting all his mines.

    Sometimes, the best we can do is not pair a knockback king with a melee person.

    I think our general approach so far has been more matching matching ATs or matching power sets (a fire blaster with a fire corruptor).

    I have noticed that there was not much comment on what is good to pair with a blaster. Right of the top of my head I can see advantages to a number of different builds just because they balance the blaster by 1) healing, 2) taking aggro, 3) Debuffing/buffing, 4) locking down enemies...any of which skills would benefit the blaster by either countering their general squishiness or helping them kill faster.

    At this time, my husband is contemplating either a sonic/fire or a radiation/fire blaster. He has suggested doing a corruptor, but I'm leaning towards some sort of tank or dominator. Thoughts?
    Another pairing I have done in the past that is very effective -- An Earth/Storm controller and a Fire/MM blaster. Earth Control is the best ranged AoE controller -- good at locking down groups from range with three different AoE controls and a huge amount of -Defense. Storm gives you some nice defensive powers (Hurricane with a huge -ToHit, Snow Storm with -Recharge), additional control (Thunderclap stacks with Stalagmites, and Freezing Rain is a second knockdown patch) and great debuff (Freezing Rain with 30% -Damage Resist) and added damage in later levels. Fire/MM blaster is massive AoE damage with some nice other tricks (+Regen, +Recovery and a Regen debuff in Drain Psyche).

    Earth/Rad also works, as do quite a few other controller combos. Another option would be an Illusion Controller, with Rad, Storm, Cold or TA as a secondary. Phantom Army to draw the aggro while the Blaster wipes out the groups. Plus, a Sonic Blaster will substantially increase the damage of Phantom Army.

    Finally, if your husband goes with a */Fire Blaster and you want a thematic match, you could always go with a Plant/Fire Dom. Good control early with Seeds of Confusion+Roots, and then you pair your Fire Secondaries.
  13. Quote:
    Originally Posted by Redlynne View Post
    It takes more levels.

    No seriously ... you need more levels. By 22 ... you really don't have all that many enhancement slots to go around. The one thing you need more than anything, is enhancements, and you're barely getting started. By 22, you've only added 20 slots to your 27 (including Inherent Fitness) powers.

    MA/SR is a late blooming combination. I know this from personal experience. My main, Redlynne leveled from 1-50 in Issues 2-4 on SOs. Back in the day (ie. before Enhancement Dysfunction), I had 6-slotted Focused Fighting+Dodge, Focused Senses+Agile, Evasion+Lucky and Hover. Yes, I had 6-slotted HOVER. I didn't even slot my first Damage SO until I was in my 40s(!). So it was a long, slow, slog to get to the upper levels ... but all the blood, sweat and tears does pay off if you stick with it.

    At low levels (ie. pre-30) MA/SR *is* gimptacular ... there's no real denying that. SR is a very slot (and power!) demanding secondary, and if you don't invest in it HEAVILY you might as well have not invested in it at all. And it's simply not possible for MA, early on, to fill in the gaps in an underpowered SR by using offense in lieu of defense.

    There are however, two powers that can make MA/SR *much* stronger than it otherwise would be ... and oddly enough, both of them are Pool Powers.

    The biggest one is Aid Self. There are remarkably few things in the game that have the synergistic potential of Aid Self with SR. It literally is the difference between surviving team wipes, and running back from the hospital. The advantage of Aid Self to SR is simply Game Changing. Even if you don't slot it (although it's better if you do!), Aid Self is STILL Game Changing.

    The second biggest difference you can make is ... Air Superiority. Take it, slot it, and abuse it. Guaranteed KnockDOWN on every single attack offers just about as much mitigation potential as SR vs your target (so long as it's not an AV/Hero). Using Air Superiority, it is perfectly possible to prevent Fake Nemesis from ever getting to attack you. You just keep dumping them on the ground before they can smack you. Air Superiority lets you "juggle" targets. I'm hard pressed to think of any other power quite as effective at Offensive Mitigation as Air Superiority. Cobra Strike comes close ... but AS can disrupt Bosses in one hit (every time!) while CS can't (by itself).
    I never had the Medicine Pool on mine, but I strongly agree about Air Superiority. I love the mitigation from Air Sup on this character. Of course, I leveled mine up back when even veterans had to take a pre-req for a travel power, but the damage mitigation from Air Sup definitely added to his survivability.
  14. Local_Man

    Power Duos

    My buddy and I did a couple of characters who were designed to team together . . .

    He was on a Fire/Shield scrapper. I was on a Plant/Kin controller.

    He would gather the foes up into a nice, tight group, then I would step out and hit them with Seeds, Fulcrum Shift and Roots. Then Shield Charge and the fire AoEs would wipe out the group. Speed Boost let him have his Shield Charge up much more often.

    We pretty much cruised through missions once he got his Defense up to decent levels, but even before that, my Transfusion kept him alive. The taunt aura for Shield is very effective for gathering up groups.
  15. "Chuck" has been on the verge of being cancelled every year . . . and yet the few but vocal fans have kept it alive by appealing to the show's sponsors. Moving it to Friday Night? NBC has to put something in that slot, and they are only renewing the show because certain sponsors continue to support it.

    I have really enjoyed "Chuck," but this season has had its ups and downs. It has had a number of fantastic moments, but has also had some not-so-great episodes. (My favorite moment was Jeffster playing "Push It" in the Maternaty Ward.) I think "Chuck" has probably run its course. Most shows that rely upon a "will they or won't they" romance seem to lose a big part of their charm once the couple finally gets together. "Chuck" has done a pretty good job at extending the show, and I love the characters. The actors seem like a really great group in their various interviews. And the show packs plenty of eye candy, too. I just hope that the writers can put together a really great last season.
  16. I have very much enjoyed playing my MA/SR scrapper. A friend of mine suggested I try the combo, and I found it a fun character to play. The lack of AoE is something I learned to live with. "Kickyer S" spent a lot of time solo, but I learned to adjust my tactics for teams -- I generally went after foes who were outside of the AoEs that my teammates were throwing out, and sometimes would use Crane Kick to send foes into the AoE.

    SR does take a long time to get to the amazing level. In earlier levels, knockback was my friend. pulling foes around corners and moving around a lot was also important -- to stay out of the big groups. Once I was able to softcap to all positions, I basically don't worry about my health other than to keep an eye on it to see if I need to pop a green.

    It may not be the highest damage scrapper, but I have enjoyed the aspect of this "natural" character keeping up with all the super powered teammates. I find both sets of the animations fun. I have one costume set up as a classic 70's style "karate man," while the other uses the Boxing costume set to be a mostly-punching kickboxer. I haven't been playing him much lately, mostly because I had to choose which of my many level 50s I wanted to focus on for the Incarnate stuff . . . and I have a few characters who are still leveling up, too. But I enjoy this character enough to eventually want to get more Incarnate stuff on him than the Alpha Slot I have now.
  17. Local_Man

    Mind/Rad Build

    Quote:
    Originally Posted by Legacy_Samuri View Post
    Well, I am still learning the ins and outs of IOs, so it's good for the critiques. The reason I hadn't taken fallout or EM Pulse was because I have next to no knowledge of those two powers, and I've always been told they weren't worth it. So without knowing what else to take, I took another travel power. Obviously Hover and CJ are in there for LoTG mules.

    Thanks for the build critiques, I probably won't take Fallout simply because I can't figure out the slots for it, but I am up to 200% recharge with the tips Local Man gave me.
    On the Rad side, I suggest you take a look at my Illusion/Radiation guide. It has a lot of explanations on the powers, a range of slotting options, and even strategy tips -- including a discussion on how to use the anchor powers.

    Some people love Fallout. I find it to be an extremely situational power for the reasons stated in my guide. On a Mind/Rad, it is extremely optional -- but the more team-oriented your character is, the more I would lean towards taking it. I have it on a few characters, but Fallout is still the single most skippable power in Rad. (On a Ranged controller like yours, Choking Cloud is equally or even more skippable, but on a melee controller, Choking Cloud is great.)

    If you do want to take it, there is a wide range of ways to slot it. You can slot it for the significant damage, or you can slot it minimally and take advantage of the power for the large debuffs it provides. On a couple of characters, I only put an Acc/Dam Hami-O in the default slot.
  18. Quote:
    Originally Posted by Fulmens View Post
    Ways of finding teams that don't really work in this game at this time:

    1) Standing in zone broadcasting LFT: Works for the first few levels, or in Atlas on Freedom, but at some point it falls by the wayside.
    2) Joining a SG: Admittedly I haven't done this as much as others have, but I was in a fairly big VG on Freedom at one point (possibly a Top 20 one) and there were a few people to chat with, even a couple people that would hop on with me. But it wasn't like Instant Social Group or anything.
    3) Putting your "LFT" flag on and waiting.

    Things that have worked for me:
    1) Make and keep friends. If you're on a PuG and six people suck and one is pretty good, see if they're willing to be global friends. [Don't take "no" answers personally. Some people's global friend lists are full already, for example.] If your friends have friends, you play with them a few times, you get a social group that way.
    2) Global Channels. This is pretty big, really. Different servers tend to have different channels associated with them, but I can be on [say] Freedom and if "Victory Badges" announces they're starting something cool, I'll see it and hop over to Victory for it.
    3) The Forums- you're here, right? Head over to /Servers/Union, see if there are scheduled events or whatever. If not, try scheduling one! "Back to back Sister Psyche/Citadel, Friday 8 PM GMT" or something.
    4) It doesn't work always, or even most of the time but , if you ask politely, you can sometimes get an invite to an existing team. The phrasing I used to use, (it helped that I was playing Force Fields and could defense-cap the Blaster I was asking) is "Does your team have any use for a level 26 Shield/Fire tank?" As Adam Smith says, the butcher and the baker feed you not out of the goodness of their heart, but for their own advantage. Let them know what you can do for them.
    Another option: Form your own team. Decide what you want to do . . . but just remember that running TFs or other content that will provide rewards to teammates will generally be preferred over running your missions from your contacts (where only you can get the merits for completing story arcs). Pull up the search screen and sort for folks in your level range. For anyone at or near your level, send them a polite Tell asking if they would like to do<whatever you are doing>.

    I like to set up a Macro to make it easy -- so I don't have to keep re-typing the same thing. I just click on a person on the Search list and click on the macro. Something like:
    /macro LFM t $target, Are you interested in joining a team doing <whatever you are doing>?
  19. Quote:
    Originally Posted by Durakken View Post
    I think some of what you guys are saying is wrong, though I don't generally buy books, because I don't ever go looking for books and ask is this book from a publisher or is it self published. I look for interesting titles and covers, check out the synopsis, get reviews and suggestions from friends, and then make my decision... Never has the question of who published it crossed my mind when actually looking for/to buy a book.

    And yes editors and getting a bit of advertising is good, but you can get someone to edit your book...or multiple people to edit your book, and you're not gonna get much advertising if your a new writer or are non-famous anyways so I don't see how that factors in.

    It's convenient to have those things under one roof and such... and certainly the "someone other than the author liked it" things is nice, but then we know there is always someone else that likes the same thing that one other person likes and I don't think it's good to deprive that one person of that ^.^
    In the old pulp days of Science Fiction (back when it was often called "speculative fiction"), editors like John W. Campbell and Lester Del Ray were mentors to talented, aspiring writers. Many of these writers have given credit to these two men for helping them to become successful writers. Most of the old "Grand Masters" of Science Fiction, including Heinlein, Asimov and Arthur C. Clarke, were guided by these two men.

    At one time, there was a "Del Ray" brand of SF books. As a reader, I was always confident that the "Del Ray" books would be quality. Readers of Romance books know that Harlequin books will fulfill their (simplistic)expectations. Scholastic Books are known to appeal to certain types of young readers and be appropriate topics. (They published the Harry Potter books.) While you may not care about the publisher, there are many consumers who rely upon a publisher to provide quality in their preferred genre.

    Just because you can put a word or two together doesn't mean that you are a "writer." Writing saleable fiction is a craft. Ask any experienced, published writer.
  20. Local_Man

    SG/VG dead?

    Quote:
    Originally Posted by Antares_NA View Post
    Honestly, I'm just really, really lonely; MMOs are supposed to be social.

    Except for @Crashed and @Ran Kailie, I don't really talk to anyone. @Abyssalmoon sometimes talks to me.
    This MMO still is very social . . . but you have to know how to "work it." Get on as many Global Channels as you can on your main server. Join teams and be friendly and helpful. When you come across a player you really like, try to invite him/her to global friends . . . but some people already have too many -- if you can't set them as a Global Friend, then use the Notes feature to make notes on players you like (and don't like). Try to team with the good ones again and again. The Notes system can really help you -- as your note will show up even if the same global account is on a different character.

    Almost six years ago, I started teaming with a group of guys and got to like them. One of them hosted a Ventrilo server, so we got to know each other by voice chat. Others have joined and left, but three of us still team most nights, with a 4th joining us a little bit less regularly. Recently, we have joined up with another group similar to ours, but they use Teamspeak instead. We've been joining with that group a lot for Trials and TFs lately. All good folks with a great sense of humor.

    As for the main question -- I like having a "personal" SG. I can set it up any way I want, all the racks become my own storage and I don't have to worry about putting my most expensive IOs in the tables. Some of my personal SGs are left over from other folks -- I appreciate all the Prestige all those other folks (who left the game) earned for my personal benefit. A few are new ones I have started just for me and my alts, but those struggle to earn enough prestige for the stuff I want.

    I never liked much of the SG system for large groups -- I had seen quite a few SGs have tons of "drama" over who gets to be what level, etc. Using Global Channels for recruiting teams is much better.
  21. Local_Man

    Mind/Rad Build

    I know a lot about Rad, a fair amount about Mind, but I generally slot my Mind controllers for playing solo, so I'm a little bit more damage-oriented. I also don't have access to Mids at the moment. But here is what I see from your build.

    I consider Mind to have a nice single-target attack chain of Dominate-Mezmerize-Levitate. Thus, I slot both hold and damage in Dominate and slot both Mez and Lev for damage. The sleep duration in Mez is plenty long without slotting. I also tend to take all three powers early. The benefit of this? Dom holds the foe and sets up Containment. Mez then does double damage if Dom hit, or sets up Containment if Dom missed. Lev then does double damage (and wakes up the sleeping foe but he is still held).

    So I would find another slot or two for Dominate to improve the Accuracy and add damage. Using a Hami-O Acc/Dam and a Common Damage works well.

    Confuse: The damage proc is a mistake. This power does not draw aggro or notify the target, so you can easily stack it on a Boss. Putting the damage proc in will draw aggro if it hits when you are trying to stack mag to confuse a boss, EB or AV. If possible, get the purple Contagious Confusion proc here -- it turns the single target Confuse into an occasional multi-target power. Even better, slot 5 Coercive Persuasion for the 10% Recharge. Another benefit of using the purple set -- you not only get more recharge, but you free up another slot for another 6.25% Recharge set in another power. The Confuse set is one of the less expensive purple sets.

    Mass Hypnosis: If you can afford it, use the purple Fortunata Hypnosis set here -- it is the cheapest of the purple sets and gives 10% Recharge.

    Enervating Field: The third EndRdx in this power has very minimal benefit -- that slot could be better used somewhere else, like in Health for the Miracle proc.

    Super Speed: If you are having endurance issues, slot it with EndRdx. The loss in speed isn't all that significant.

    Total Dom: Needs more accuracy. Consider slotting a 5th slot with an Acc/Hold/Rech.

    Ling Rad: The Tempered Readiness set provides minimal benefit for 5 slots. The most important part of this power is the -Recharge and -Regen, neither of which can be enhanced. I slot it just for Accuracy and Recharge . . . if you have enough Global Acc and Rech, you can get by with a single Acc in the default slot.

    Super Jump: You have Super Speed, and can have a Raptor Pack for vertical travel. Do you need this?

    Terrify: I slot it for Damage, as it is the only AoE damage that a Mind Controller gets. Mass Hyp to set Containment, then Terrify. With enough Recharge, it is perma without slotting for Fear. You can use five from the Posi-Blast set if you want Recharge, and you get a damage proc, too.

    Mass Confusion: Take out the Damage proc for the same reason as Confuse. You don't want to mess up the "no aggro" nature of the power.

    No EM Pulse? Many consider it to be the best AoE Hold in the game, as it has a huge radius and long duration. Plus, you can slot it with 4 Baz Gaze for more Recharge. EM Pulse does not have the 20% acc penalty of Total Dom and other AoE controls, so with some decent global Acc, you can get by with just those 4 slots. Yes, it has a -Recovery penalty for a short time, but that is minimal. It makes a great "panic button" power and lets you stack holds to be able to hold bosses with Total Dom.

    I haven't tried the Dark PPP on any of my Controllers yet, but I can certainly see the appeal on a Mind Controller . . . you finally get a pet.
  22. I have a few, but the one character I made specifically to see her name in NPC chat was my Fire/Kin . . . "You Bawdy Bimbo"

    So I get lines like, "You Bawdy Bimbo, you saved me!"
  23. Local_Man

    SG/VG dead?

    Quote:
    Originally Posted by Antares_NA View Post
    I've been back nearly a month, now. Been mostly playing alone and not really chatting with anyone.

    A friend tells me that supergroups have more or less been replaced by global channels. Truth?
    For finding people with whom to team, yes. Most of the teams and trials are formed using the Global Channels. Personally, I use my Global Friends list first, then look to the Global Channels.

    My SG was actually started by my wife when she was playing and used to have a lot of active members. Now there is only me and all my alts. But that's OK, as I have full racks of Salvage and enhancements and Inspirations, and a full set of teleporters to every place that I can have a teleporter. So for me, my SG on my main server is my personal storage, crafting and transport base.
  24. Local_Man

    Tanker Question

    Quote:
    Originally Posted by Quinch View Post
    As an aggroholic, I'd say yes, take Provoke. It's a ranged aggro power with a quick recharge and solid accuracy and Taunt may not be recharged yet, and thus as useful as Taunt when you need to get the attention of a straggler or three making a beeline for the squishies. Also, as a word of advice, bind a quickly-reachable key to target_enemy_far, as it will save you the time and trouble of picking out the stragglers by hand.
    Invulnerability Tanks have one of the best aggro auras among tanks, comparable to shield, and almost as good as Ice. You shouldn't need the Provoke Pool if you make use of your positioning and use Taunt to pull in ranged foes. All you need to do is make a quick tour around the area to expose foes to your aggro aura and you should have their attention. The times you need anything from the Provoke power should be so rare that it would be a wasted power pick.

    Fighting, on the other hand, is definitely worth taking. Boxing/Kick is pretty much wasted, but Tough and Weave can really help toughen up your character.

    My friend Call Me Awesome wrote a couple of great guides for Invul tankers. Take a look at THIS ONE about how to softcap your Invuln tanker.
  25. Local_Man

    Traps

    Quote:
    Originally Posted by Carnifax_NA View Post
    It's a neat party trick, but on high level teams I've found my similiar trick of Wormholing onto an Oil Slick / Disruption Arrow combo just interferes with everyone else. High level teams just steamroll too quickly.
    I was on my Grav/Storm last night on a very good team . . . and my contributions were somewhat limited. I used Wormhole a few times only because I had it and not because it served any useful function. 3 tanks on the team, and the best contribution I could make was dumping Freezing Rain constantly. I would throw up Lightning Storm and and then pick some foe outside of the group to attack with my single-target chain of GD-Crush-Propel.