Local_Man

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  1. I doubt many folks will have a build for you -- Ice is a fairly rare primary, and Sonic is probably the least used secondary. I don't recall many (if any) posts about the combo. Ice is the lowest damage primary, so there is little damage to take advantage of the Damage Resistance Debuffs in Sonic. The pet isn't very durable, so Jack isn't a good target for that ally debuff (Works well for Earth's Animate Stone).

    Personally, while I run a lot of controllers, I have never been able to get */Sonic very far . . . I just haven't enjoyed the set. It is nice to have a Sonic on my teams, but I don't really want to play the set. I have an Ice/Storm at 50, and a low level Ice/Rad at a low level on a rarely-used server. Overall, if I want a high-control, low damage controller, I prefer Earth.
  2. Quote:
    Originally Posted by Nicky View Post
    Local Man, if you dont agree with some of choice what would you change, other then adding choking cloud of course?

    The cost isnt an issue, I only need about 3 IOs to complete it. I am pretty much already running this build I just have it currently speced for fire mastery. I currently have Masculate but was thikning I might change to Cardial to help with the end problem.
    My build is this, but without the purple sets in Hot Feet, Mental Blast or Psi Tornado. To me, Indomidible Will is important to protect me from mez powers knocking off Choking Cloud and Hot Feet. The endurance usage is manageable. I'm currently using Musclature for the Alpha slot, but haven't worked this character up through the other Incarnate slots yet -- too many others. (I'm working on my Ill/Rad, Ill/Cold and Elec/Shield, and have limited time to run Trials . . . and I'm getting bored of them.)

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Fire-Rad: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(31), HO:Nucle(31), Dmg-I(31)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(40), Posi-Dam%(42)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(7), HO:Enzym(40)
    Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Dam%(9), TmpRdns-EndRdx/Rchg/Slow(17), HO:Nucle(19), EndRdx-I(21)
    Level 10: Air Superiority -- HO:Nucle(A), HO:Nucle(11)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(43), Amaze-EndRdx/Stun(46)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(36), EoCur-Acc/Hold/Rchg(36)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 24: Mutation -- RechRdx-I(A)
    Level 26: Bonfire -- Dmg-I(A)
    Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-Dam%(29), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-EndRdx/Hold(36), Lock-%Hold(40), EndRdx-I(46)
    Level 30: Combat Jumping -- Krma-ResKB(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
    Level 35: Fallout -- HO:Nucle(A)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Indomitable Will -- RechRdx-I(A), HO:Membr(42), RechRdx-I(42)
    Level 44: Mental Blast -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), HO:Ribo(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 4: Ninja Run

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  3. No Choking Cloud on a Fire/Rad? That's a mistake. The combo of Hot Feet and Choking Cloud is the key to a Fire/Rad, and Choking Cloud should be fully slotted for Hold and lots of EndRdx. You will have severe endurance issues with this build already, and the recharge on Dark Consumption won't cover it -- the end cost for Leadership is too high. You made a lot of other choices I would not make, and this is going to be a very expensive build.
  4. There is a simple rule of thumb for damage procs: don't slot damage procs in a damage power until the damage power is at (or near) ED cap. That's because you will usually get more damage from slotting the power for damage than the proc. The exception is the purple procs, because they have a 33% chance to hit instead of 20%.

    As Dark Tower said, Oblit is a nice set but does not have enough EndRdx for Hot Feet. The Multistrike set works well, and adds a little bit of defense. Or you can franken-slot -- In one of my two Fire/Rads, I have Dam/End and Acc/Dam/End from Sirocco, Dam/Slow and Slow/EndRdx/Rech from Tempered Readiness, a common EndRdx and an Acc/Dam Hami-O. That caps Damage and Endrdx, with good Accuracy and some good Slow . . . the Slow keeps foes in Hot Feet longer. But he is poor . . . (I had the Hami-O sitting around). There are certainly plenty of other ways to franken-slot the power, especially if you can afford purple sets.
  5. Quote:
    Originally Posted by Marsha_Mallow View Post
    Endurance use to be a problem years ago, but they've changed that so that it doesn't use much endurance anymore. So i just slot my characters that have it with just a single Fly IO and never seem to have an endurance issue.
    Even slotting a single Flyspeed is a waste. Since I-19, Fly is at Flightspeed cap by default -- even slotting a Flightspeed in Swift is a waste. Same with the Raptor Pack -- it is a flightspeed cap, too. The only thing that can get any benefit from Flightspeed enhancements is Hover.

    So the default slot should have a EndRdx, a Stealth or a Zephyr -knockback. Another option is to skip Fly alltogether and use the Raptor Pack instead. That's what I have done with many of my characters. I changed over to Super Speed with a Stealth IO for full invisibility, and then use the Raptor Pack when I want to fly.
  6. Quote:
    Originally Posted by babyscid View Post
    Thanks for the info link. Perhaps I have destroyed years of work trying to get a grav fix.I can change the title to gravity sucks
    I don't think Gravity sucks . . . I feel my Grav/Storm is a fun character. It is certainly not "uber," but I really enjoy figuring out how to use the combination of powers to succeed. (Besides, it would be more accurate to say, Gravity Blows . . . ") What Gravity can do with AVs is let Singy tank while the Storm powers pound on the AV. That works pretty well.

    Wormhole is a pretty fun power. Just imagine what it would be from the bad guy's point of view . . . he's there on guard duty, bored out of his mind, when suddenly he feels something odd . . . and he is teleported into the middle of a maelstrom of lightning, wind, freezing rain and some damn glowie ball thing throwing him around. The last thing to go through his mind is, "What the f . . . !"

    Of course, if the devs ever port Traps over to controllers . . . there will be a LOT of Grav/Traps characters rolled up just for the combo of Wormhole and Trip Mine.
  7. Quote:
    Originally Posted by babyscid View Post
    Thanks Local, that is exactly the minor tweaks I was looking. I took the fire APP for concept as well lol. Damn concept over optimization! Quick question about hurricane, I remember reading at some point about the reduced effects of hurricane on AV's. Do you know about that?
    AVs resist debuffs by about 85%. (Actually 85%-87% according to THIS.)
  8. Quote:
    Originally Posted by MentalMaden View Post
    Well, now you've underslotted lingering rad..........

    Not crazy about choking clouds new slotting, I'd want more end reduction in there.

    I like lingering rad to be 4-5 slotted, typically with 2 acc and 3 recharge worth of slotting. I think a 6th slot is a bit much and it's really not a good power to sink a set in. Pieces of a set, sure. I'd want at least capped end reduction and as much hold as I could get in. Recharge is pretty meh on it given it's a toggle.
    My Fire/Rad has 4 Unbreakable Constraint, a Lockdown Proc and a common EndRdx . . . but he has a ton of Recovery boosts, including purple sets in Flashfire and Fire Cages, the Miracle and Numina procs, 4 slots in Stamina with the proc, etc.

    And I can get away with a single Accuracy in Ling Rad -- plenty of global Recharge makes it perma without additional Recharge and plenty of global accuracy. How many slots go into it depends on how much global enhancement you have.

    The main problems I have with the Slow sets is that they severely lack Recharge and the bonuses are pretty poor. I'm not entirely sure what power they were designed for . . . What power needs Accuracy, Slow, Damage, and just a little EndRdx, Range and almost no Recharge? We really could use a few new and different Slow sets: A Recharge Intensive Slow (oxymoron anyone?) for powers like Glue Arrow, Shiver, Tar Patch, Quicksand; an endurance-focused Slow set for Snow Storm, Arctic Air, etc.
  9. Just a few quick thoughts (as I don't have Mids available, so I can't check your numbers):

    Lift: I'm disappointed with the Gravity version of this -- it does less damage than Crush or the Mind version, Levitate. With an APP blast, do you really need Lift? If you mostly play on teams, then you can use Lift instead of Propel. If you mostly play solo, then you don't really need it -- the attack chain of GD-Crush-Propel-Blast has no gaps. But those slots could be used in other places. You could replace it with Snow Storm -- lots of -Recharge to slow foes down until you can get to them (and wonderful in the ITF). Or you could fit in Combat Jumping if you want a low-cost power for another LotG Recharge.

    You could add another LotG Recharge in Steamy Mist with one of those slots. You can earn those with Hero Merits, so it shouldn't be expensive. My view on how to slot Steamy Mist has changed a bit lately -- I used to like slotting for Resistance, but now, with all the other places that you can get Defense, I like slotting it for Defense. Those little bits of Defense add up the more and more you get. (like adding Combat Jumping, too.)

    Consider moving that Decimation set to Crush, and including the Chance for Build Up. If you 5-slot and then add something else in the 6th slot it so you are still at capped damage, then you lose nothing and gain the chance that a Build Up might happen just as you are hitting a foe with your big hitter, Propel.

    I have generally not been a fan of Leadership, especially on a high endurance character like a */Storm. Yes, the extra damage is nice, but I'm not sure it is worth the power pick and endurance cost. But then, I tend to be more focused on mitigation for my controllers. If you build up Defense, I suppose Maneuvers might be a choice. Or CJ.

    On the APP set, I went with Ice. Mostly, since Grav/Storm does not have either a self-heal or any way to recover endurance, Hibernate can cover both. Plus you get a single target blast almost as good as Fire. And a S/L Defense based shield -- remember what I said about building Defense? Here's a big chunk of Defense. Even relying upon Hurricane's repel/ToHit Debuff, that defense can be useful. Ice has two AoE damage powers -- Frost Breath is adequate (but Fireball is better) and Ice Storm recharges too slowly but might fit your needs.
  10. Hmm. I was on several Lambda Trials last night with my Elec/Shield scrapper who only has Super Speed for travel. (I use Raptor Packs when I need vertical.) While the Jet packs were disabled, Ninja Run worked fine, and that's what I used to get up to the guns and then jump from gun to gun.

    Are you sure you checked to see whether Ninja Run works? It did for me.

    And we did a successful Master Lambda Run the last time through! Woot!
  11. I have seen very little information on what the Devs intended to work or not work. It would not surprise me to learn that the Devs did not intend to have any of the Interface buffs work on PA, since PA are unbuffable other than enhancements actually slotted in the power itself.
  12. Quote:
    Originally Posted by MentalMaden View Post
    Synaptic Overload is underslotted and no way I'd wait until 30 to take it.
    I fully agree. It is a great opener since it does not draw aggro.

    Choking Cloud can be slotted better with Frankenslotting. My Fire/Rad has it with 4 Unbreakable Constraint (including the damage proc), the Lockdown +2 Mag proc and a common EndRdx. Other builds use a combination of Hold/EndRdx IOs, but usually fit in the Lockdown Proc.

    In Ling Rad, the Tempered Readiness set is mostly wasted (and the bonuses are fairly weak). That power is mostly needed for -Regen and -Recharge, neither of which can be enhanced. It mostly needs Accuracy and Recharge . . . and with enough global Recharge and some decent Global Accuracy, you can even get by with a single Acc in the default slot.
  13. No Choking Cloud? In my opinion, that's one of the main reasons to make an Elec/Rad is the synergy with Static Field, Conductive Aura+Choking Cloud, and the other layered forms of control.

    Fire/Rad, Ice/Rad and Elec/Rad all have the ability to used a ranged control, then run in with Choking Cloud and another PB AoE Aura to provide stacked control -- this is the strength of all three builds. But Choking Cloud needs to be fully slotted for ED capped Hold and lots of EndRdx.
  14. I find the Cardiac Alpha to be invaluable on several of my characters, including Tanks, most scrappers and */Storm controllers. It takes characters who were tough on endurance and makes it easy -- it is fairly rare that I have powers slotted to the ED cap for EndRdx, so the Cardiac has full effect on them. Plus, I often have Powers that offer Resistance of one kind or another that are not fully slotted . . .

    On my Invul/Axe tank, Resist Elements was a power I had skipped before I-19's inherent Stamina. I can now fit it in my build, but don't have slots for it. Cardiac adds an SO's worth of enhancement without using a slot. On my */Storm controllers, Cardiac adds Resistance to Steamy Mist while I slot the power for Defense -- I used to believe that Resistance is better in Steamy Mist, but have recently "changed my ways."

    When the Alpha Slot first came out, I thought I would use Spiritual most, but it turns out that I have more characters using Cardiac.
  15. Local_Man

    Class Project

    It is even tough to categorize powersets within ATs . . . Controllers can tank with Phantom Army (and Phantasm's decoy), Animate Stone and Singularity. A Fire/Kin with high Defense should more properly be considered a Damage Dealer.

    An Ill/Rad alone can do blasting, controlling, buffing and debuffing and tanking, and is probably strongest at tanking and debuffing.
  16. Quote:
    Originally Posted by ZLightning View Post
    Another vote for plant/storm. I've had a blast with my level 45 plant/storm troller and am currently looking forward to getting her to lvl 50+. You don't need to take the confuse power if you don't want it. There's enough damage mitigation and damage powers across both sets to compensate. Vines and Carrion Creepers followed by spamming Roots, and throwing in Freezing Rain, Tornados, and Lightning Storms as they become available makes you a wrecking machine. It can cause chaos too, but that's why it's so much fun.
    Certainly anyone can choose to take a power or not, but not taking Seeds of Confusion on a Plant Controller would be a HUGE mistake in my opinion . . . and I bet in the opinion of the huge majority of folks who have played Plant Control either as a Controller or Dominator. Plant Control is built around Seeds of Confusion and relies upon it heavily. Skipping Seeds would be like skipping Phantom Army on an Illusion Controller. (I've taken Plant/Rad and Plant/Kin to 50, and I'm working on a Plant/Storm Controller and Plant/Elec and Plant/Thorn Doms. That certainly doesn't mean that I know it all, but I do have a fair amount of experience with it.)
  17. There is a common misunderstanding of the effect of Confuse powers. If you understand them, you can maximize the use of confuse powers as an excellent control power and have a net result of killing stuff faster. My Illusion/Rad guide actually has a long section on the misunderstandings about confusion powers.

    Frankly, if you are looking for a */Storm controller for larger teams, I would agree that Plant/Storm is an excellent choice. You "lose" almost no XP to the confuse in Seeds of Confusion due to the fact that you should almost always follow it up with Roots (which does twice the damage of other AoE Immob powers -- which is then doubled by Containment).

    Several people have actually tested the net XP/Time using Confuse powers and not using them, and the XP/Time using Confuse powers is greater than or equal to not using them -- as long as you make sure to do some damage to the foes. Which is easy when you have Roots.

    When a confused foe attacks another foe (the Target), the confused foe may do some damage to the Target. However, if you or your team or your pets do damage to that Target, you not only get the XP you earned, you also get some of the XP earned by the confused foe -- you actually get bonus XP you did not earn. For example, if you do 50% of the total damage, you earn 80% of the total XP. This means that you defeat more foes faster, complete missions faster and overall earn more XP even if you don't earn quite as much XP per foe. The only time you miss out is if you allow a Target to be defeated ONLY by a confused foe -- you, your team and your pets do no damage at all. (But truthfully, with Seeds of Confusion and Roots, that's almost impossible.)

    There are times that an Illusion or Mind Controller may confuse an individual foe and that foe may defeat a Target, but the overall effect of that is so minimal that it is insignificant. When you consider that the Confuse powers may be helping turn a foe's control power against other foes or that the Confuse power may be reducing damage taken by the team or may even be preventing a player from being defeated, the net effect is far better than not using Confuse powers. (It takes a lot longer to earn back the debt from a defeat than it would take to make up any reduction in XP!)

    Plant Control is a great set, and it works well with Storm. By level 8, you get great AoE control that also does good damage, with the Seeds of Confusion followed by Roots combo -- Plant and Earth are the best low level AoE controllers, and Plant is probably second to Fire for AoE Damage. Seeds of Confusion+Roots+Snow Storm means that foes can't attack very often due to the -Recharge in Snow Storm, so they are effectively held and waiting for your team to wipe them out. Add Freezing Rain and you are doing a lot of damage with Roots. Hurricane can be used to bunch foes into tighter groups for your AoE controls. And Roots has the -Knockback to make Tornado more effective as a damage power. So does the Immob in Creepers.

    For the situation you described of wanting to do damage as well as control, I would probably choose Plant/Storm as my first option. I personally love Ill/Storm, so I would go with that second. Fire/Storm is a late-blooming set, and I find it frustrating with the endurance issues. Fire/Storm also spends a lot of time in melee and tends to draw a lot of aggro -- if I play aggressively, I tend to faceplant a lot. On the other hand, the Flashfire+Fire Cages, run in with Hot Feet and hit Thunderclap is pretty nice synergy -- as long as you have enough endurance.
  18. Quote:
    Originally Posted by Ispahan View Post
    I've been greatly disappointed by my Gravity/Storm (and finally deleted it at lvl 44). In a team, I felt like my only contribution was Freezing Rain + Crushing Field, Snow Storm on a boss and sometimes O2 Boost on an ally.

    I think I only have bad memories with this toon actually (even though other players certainly have had a lot of fun with a Grav/Storm). One of my friends was facing Siege with a few teammates in a Maria Jenkins mission, without getting to counter its regen. I thought I could help with all the debuff and damage from Storm and actually... not. And even if it had changed anything, I didn't have enough end to keep all these toggles running during all the fight + resummoning Freezing Rain, Tornado and Lightning Storm as soon as possible (I had 2 endRdx in each of them I think).

    There was also this time when our tank dropped us at the beginning of the first mission (>.>) and where the brute wasn't able to stand anything for long. We were faceplanting so often. I kept on telling myself that with any of my other controllers I could have confused/held/stunned almost every mobs but with this one I couldn't.

    I also tried to "herdicane" mobs sometimes (especially the ones behind who are not aggroed if the tank only hits those who are just in front of him). Once we were fighting Arachnos, with Mus and Tarantula mistresses quietly shooting at us from range. I went ahead to push them back in melee, and when they formed a little nice pack, something knocked them back in every direction =.= WHO DARED?! That was my Singularity, who tried to follow me, got in the middle of the group and repelled everything >.>

    I really had fun in a team where there was no melee ATs, only blasters, a Storm/ defender and myself. Knockback everywhere and nobody to complain ^___^ It happened once.

    I'm also not convinced by powers that let you place foes (Hurricane, Wormhole but also Telekinesis on a Mind troller), since a tank or anything with taunt abilities can do it better and safer, without having to say "wait, I'm going to use my 3 seconds activating TP+stun+knockback to neuter this spawn, I just have to find something to hide myself behind... ok there's nothing on this outside map, nevermind".

    If I had to make another /Storm, I think I would go for Earth/Storm, something with a -kb immob to unleash elements on foes from range and with actual controls in the primary.
    Gravity is somewhat lacking as a team controller. Wormhole is a neat trick, but not all that useful on most teams . . . and that is Gravity's main AoE control power. I have generally asserted that there are really three interesting powers in Gravity: Propel, Wormhole and Singularity. Everything else is pretty bland and unremarkable, or even bad in the case of Dimension Shift. That's why I couldn't find a pairing I liked until I tried Grav/Storm and played the character mostly solo, where I didn't have to worry about how much knockback I used or how long it took to take down groups.

    But now I have a character I enjoy, and occasionally I will bring him on teams with his limited contributions. Freezing Rain + Crushing Field, the AoE Hold, the damage I can do with GD+Crush+Propel, the benefits of Steamy Mist, more damage with Lightning Storm, the "panic button" benefits of Hurricane used to protect other squishy players, Snow Storm and O2 Boost. I just don't expect him to be a "main controller" as I could be on my Earth/Storm.

    I may eventually make a teaming build, replacing Propel with Lift. Propel animates so slowly that I find on teams that I am often hitting foes who are already defeated by teammates. I call this "necro-blasting." It happens often with long animation attacks. Lift is unimpressive, as it actually does less damage than Mind's Levitate and even less than Grav's Crush. But Lift animates more quickly and has a better chance to avoid "necro-blasting."
  19. The best place to get questions like this answered is the Gameplay/Technical Issues forum. A bunch of the guys who hang out there really know their stuff on video cards.
  20. Quote:
    Originally Posted by NewSlickRick View Post
    Hey there, most of my characters are damage-oriented (brute,scrap,blast,corr) and I want my controller to be as such too. I've decided to pick storm for my secondary because I love the powerset, but I have no idea what to pick for a primary. I've narrowed it down to either fire, earth, illusion, or gravity, but I want to know the benefits and downsides of each. Damage potential, Aoe vs ST, Solo or Team, etc. I don't care about AVs and Plants dont sit right with me, any help is welcome.
    Fire/Storm: Good AoE Melee damage, but you'll probably take some damage. Sucks down endurance like nothing else. Immob has -Knockback to help Tornado be a good damage power. Flashfire Stun to stack with Thunderclap stun. Interesting mix of powers that have to be managed . . . some powers conflict with each other. (Hurricane and Hot Feet don't play well together.) The Fire Imps add a lot of damage. (Have one in the low 30's.)

    Earth/Storm: Not so great damage, but great Aoe control. Immob has -Knockback to help Tornado be a good damage power. Stalagmites Stun to stack with Thunderclap stun. The pet adds good damage and can be a tank. The damage is OK in later levels, but this combo really specializes in AoE control from range. (Have one at 50.)

    Illusion/Storm: The King of Chaos, mostly because it has nothing to stop knockback. Has lots of pets with PA, Phantasm, Tornado and Lightning Storm to do damage, with Spectral Terror for control. Illusion has good single target damage, but relies on pets for its "AoE" damage. This is a very fun combo. Great solo and small team, but you have to limit the knockback powers on larger teams. (Have one at 50.)

    Gravity/Storm: Good single target damage, but kind of slow. Has some unique synergy in that the AoE Immob does not have -Knockback, so Freezing Rain+Crushing Field = Knockdown zone. The Holds have -knockback. Later, you can set up a "corner of doom" where you set up your Singy pet, Lighting Storm and Tornado, then Wormhole foes into place (they will be stunned), use Immob, Freezing Rain and then clobber them with your GD-Crush-Propel damage chain while pushing them back in the corner with Hurricane. The pet adds a lot, with some damage but great control and tanking. This is a fun, but not necessarily fast, solo controller. On larger team, you have to be careful with the knockback. (Have one at 47.)

    I would say that Illusion/Storm is probably the most like Blasting. If you go with Fire/Storm, plan to get some IO Recovery boost as soon as possible. Earth/Storm can be built to do damage, but that is not its strength. Grav/Storm is pretty unique . . . I never liked Gravity until I paired it with Storm.
  21. Quote:
    Originally Posted by Amy_Amp View Post
    I was too new of a player to really be affected by the mass sweeping changes, but I think when it's all said and done, only Earth's AoE Hold is really worth much of anything and that's due to the pulse effect. It was really the AoE Hold least impacted by the changes. IOs just gives it even more interesting options.
    I find all of them to be worthwhile. The AoE Holds provide another option for AoE control. Just because they are not up for every group does not mean that they are worthless. Cinders fills the gap when Flashfire is recharging. Flash can fill the gap when PA are recharging or are busy with another group. Glacier is great when things get out of hand. All the ranged holds for Mind, Grav, Elec, Plant and Earth have their strategic uses as fill-the-gap or panic button powers.
  22. There are a lot of ways to slot up an Earth/Storm. You can expect to have endurance problems, so you need to look for Recovery bonuses. Probably plan to take the Cardiac tree for your Alpha Slot once you hit 50. But you can slot for Recharge or Defense or Regen or a lot of other ways. And, of course, it depends on your budget.

    Fossilize: Single target hold can be slotted for Hold or Damage. Sadly, it is one of your more damaging attacks so you may want to slot for some damage. If you are going for Recharge, then 4 Baz Gaze are good. Finish out the last two slots with some added Acc and as much Damage as you can -- I like an Acc/Dam Hami-O and a common Damage IO, but you could use two Thunderstrikes for less damage.

    Gale: At least throw an Accuracy in the default slot.

    Stone Cages: Low damage, so slotting for damage is mostly wasted -- I believe you actually get more damage from procs. Leveling up, you need Accuracy (to counter the 20% Accuracy penalty) and EndRdx. Immobilize isn't really needed since the power recharges faster than it expires. The Trap of the Hunter set actually has some decent bonuses. At 50 and if you are going for Recharge, go for 5 from the purple Grav Anchor set, leaving out the pure Immob, and finish it off with a damage proc like the Posi Blast one.

    Snow Storm: It uses a lot of End, so I prefer 2 EndRdx if you use it a lot and can spare the slots. However, O2 Boost is worth considering on a team-oriented Earth/Storm -- it is a somewhat weak heal, but also provides protection from Stun (nice for teammates who just used a wakey) and substantial Endurance Drain protection. O2 Boost also lets you heal your pet, Rocky. Leveling up, I skipped Snow Storm since Quicksand is also an AoE slot. However with I-19's inherent Fitness, I added Snow Storm in my build mainly for the -Recharge.

    Quicksand: It is autohit, so Accuracy is worthless. Leveling up, I slotted it for Recharge. With enough global Recharge, a single Recharge is enough. Some EndRdx wouldn't hurt, but I didn't use it. Quicksand is a patch slow with a HUGE 25% Defense Debuff. I use it underneath all other controls. It can be an amazingly effective tool.

    Steamy Mist: I used to think that it was best to slot this for Resistance, but with all the Defense in the game, my attitude is changing to going for Defense. Especially if you are going for Ice Armor from the Ice APP. You can slot either Steadfast or Karma -knockback here. It is also a good place for 4 LotG -- Def, Def/7.5% Rech, Def/End and Def/End/Rech.

    Stalagmites: If going for Recharge, 5 Stupify (leave off the proc) and a Recharge, or 5 Absolute Amazement if you can afford them.

    <Super Speed>: Super Speed + Steamy Mist = full invisibility. Or you can skip SS and get a stealth IO for Sprint. But I like SS for the fast maneuvering when Herdicaning or running in to cast Lightning Storm or leading Rocky into battle to be my tank. A single EndRdx is all it needs, or you could use a slot for a Zephyr -Knockback.

    Freezing Rain: It needs Recharge, as you want this up as much as possible. With all the Defense Debuff in Earth, FR does NOT need Defense Debuff. Recharge first, and then procs if you have room, starting with the Achilles Heal Chance for Resistance Debuff.

    Earthquake: Recharge first. Maybe ToHitDebuff and maybe another place for an Achilles Heal Chance for Resistance Debuff.

    Hurricane: 4 Dark Watcher ToHit Debuff, with some decent EndRdx.

    Volcanic Gasses: Hold and Recharge, then procs -- due to the way it works, Damage procs are quite good here. 5 Unbreakable Constraint, with the damage proc instead of the Hold. Maybe a 6th slot for another damage proc if you have spare slots.

    Thunderclap: 5 Stupify.

    Animate Stone a/k/a Rocky or Stoney or Poo Man: Adding the two 10% pet Resistance procs are great for Rocky to add to his already high Resistance. You also want to get his damage high as he can do quite a bit.

    Leadership: Don't bother with Tactics, as you have a ton of Defense Debuff. I consider Leadership to be a low priority, maybe just Maneuvers.

    The Ice APP is a nice addition to an Earth/Storm. Smash/Lethal armor, Hibernate, a fast single target blast and one of two AoE attacks.
  23. Personally, I like Repel on a few of my Kinetics characters. I was recently on an ITF with my Plant/Kin. Since Plant control relies heavily on Seeds of Confusion and Creepers, both on longish timers, once both powers have been used and are recharging, my Plant/Kin is kind of a sitting duck. Repel is the only significant defensive power in the Kinetics set, and it let me handle ambushes quite well . . .

    Repel was especially great for that moment in the last phase of taking down the computer, when the large group of Robots come to life . . . Repel sent the ones around me flying and let me survive long enough for the computer to go down.

    Situationally, Repel can be quite good.
  24. Illusion/Storm can be played as a team-friendly character . . . but it has to be done carefully and thoughtfully. Only use the knockback powers in limited situations. Focus most on PA and Freezing Rain, using Steamy for team stealth, using Lightning Storm for damage but positioned where it is likely to knock foes into a wall, using O2 Boost for some touch healing and de-stunning and End Drain protection, Flash and/or Thunderclap for some AoE Mitigation, Hurricane for careful positioning around the edges and ToHitDebuffing, etc. It is helpful to have played with a BAD stormie sometime so you know what NOT to do.

    Thunderclap is skippable, but not a terrible power. It recharges quickly enough that it can be slotted to be perma. Since it only stuns minions (Mag 2), it can be used to stack with other AoE Stuns or to weed out groups . . . one strategy I have used with a good tank is to let the tank run in to grab aggro, then I hit Thunderclap. He then moves to the side taking the Lieuts and Bosses for the scrappers to wipe out while I and an AoE teammate or two wipe out the minions.

    On the other hand, Flash will hold Minions and Lieutenants and have a 20% chance to get bosses. And one Blind will then hold a boss who was not held. It just recharges much more slowly. Personally, I like to have either Flash or Thunderclap.
  25. I haven't seen any buffs from the orbs. It may be because they are buffs limited to the specific foes -- kind of like how Vaz Morts can only rez Vaz even when confused.

    Since you don't get standard Experience XP for defeats done by confused foes, I suspect that the Incarnate XP and credit towards the tables has some kind of similar effect -- the more the confused foe does, the less is available to earn.