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I have had no problem with Trapdoor solo on all of my Illusion controllers . . Ill/Rad, Ill/TA, Ill/Storm and Ill/Cold. My Earth/Storm handled him pretty easily. My tanks and scrappers handled him easily. I have had a little bit of problem with blasters, defenders and a few low-damage controllers, so I teamed on those guys.
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You may want to consider taking Chilblain and slotting it up for Damage . . . that way you have two single target attacks. As long as you Hold the foe first, the single target Immob can do damage and that's it. Chilblain is damage over time, but in the long run, the extra damage will probably have more of a benefit than Frostworks.
Level 22 and putting SO-level enhancements in Stamina will make a difference on your endurance. It is too bad you have to wait until level 38 for Heat Loss. -
I assume you mean an Ice/Cold Domination Controller. Ice Control has strong AoE soft control (Slow, -Recharge, Knockdown) but it is probably the lowest damage controller primary. The single target Immob and Hold, the AoE Immob and the PB AoE Hold are pretty standard, but look nice. It has a ranged AoE Sleep power that most people skip but has its uses. The real unique things are: Ice Slick, the location-targetted AoE knockdown; Arctic Air, a toggle PB AoE mist with Confuse, Slow and Afraid (the foes slowly try to run out of the mist); Shiver, a huge cone of Slow and -Recharge; and Jack Frost, the Ice Man pet who has a ranged attack (snowballs) and attacks in melee with an Ice Sword and Freezing Touch, and has a slow aura. Jack is somewhat fragile and dies often.
Cold is a great debuff set with some team buffing and a couple of Storm powers thrown in. The two Ally Defensive Shields are often in demand. Snow Storm is a copy of the same power from Storm -- a foe targetted toggle AoE slow with -Recharge and -Fly (great on the ITF and for knocking Croatoa Witches out of the sky). Arctic Mist is virtually the same thing as Storm's Steamy Mist, a toggle PB AoE Stealth with some defense and resist. Sleet is almost the same thing as Storm's Freezing Rain -- it has some slightly different numbers but it is a huge defense and resistance debuff and should be used contantly once you get it. Infridgidate and Benumb are single target debuffs, and benumb is on a bit of a long recharge. Frostworks is the only power I haven't actually used . . . it is a single target ally Hit Point buff. Heat Loss is really awesome . . . hit it on a foe in a group, and not only do all teammates nearby get their blue bar refilled, but their Recovery Rate goes through the roof . . . it is not uncommon to hit the Recovery cap.
As far as the two together? You can probably skip either Arctic Air, Shiver or Snow Storm if you need to skip a power -- I think Shiver is the most skippable, but that depends on your playstyle -- others will tell you to skip Snow Storm or Arctic Air. I skipped Frostworks. The single-target Immob is skippable unless you need a ranged single target damage power. The AoE Immob will conflict with the knockdown in Ice Slick and Sleet for the first 12 seconda after Frostbyte has been cast, so if you take it, only use Frostbyte when you don't use the other powers.
You can alternate Ice Slick and Sleet to always have a knockdown field. Arctic Air pushes you into melee -- let the melee fighters initially establish aggro, then hit the foes with Ice Slick or Sleet (Sleet is better because of the debuffs, but Ice Slick will cause more knockdown), then run in to establish the effect of AA. (Slot AA with Confuse and EndRdx.) That combo will mitigate 60-75% of the damage taken by melee fighters. If you don't want to go into melee, you can stay back and use Shiver to apply Slow and -Recharge.
The combo will be a very team-oriented character -- you will be very slow if you try to solo. It should be an effective and thematic character.
I'm not sure I would suggest it as my first controller, (I generally recommend Ill/Rad), but it should be a fun character. -
Grav/Storm . . . you get a huge Resistance Debuff in Freezing Rain and two additional damage powers at 35 and 38. Maybe Grav/TA, with Oil Slick Arrow at 35. Or a Gravity Dominator.
Gravity actually has a decent single target attack chain in GD-Crush (slotted for damage) - Propel or Lift. I like Propel solo, but Lift is better on teams. Grav, Illusion and Mind have decent single target attack chains. -
I was looking at the description of Ice Melee powers on the screen where you create a new character, and for Frozen Aura, it says this:
Frozen Aura
Your mastery of cold enables you to dramatically lower the temperature immediately around you. When you perform a Frozen Aura, nearby foes will be frozen within a fragile casing of ice and suffer a moderate amount of cold damage. These frozen foes will break free if attacked. Frozen Aura deals moderate damage. Damage: Moderate Recharge: Slow
From what I could see, I would guess that the amount of damage Frozen Aura does is, uh, moderate?Ya think they said it enough times?
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I would suggest that there are quite a few things in your build that needs some work. I would suggest you take a look at my Illusion/Radiation guide, linked in my sig, for a lot of tips on playing the Rad secondary as well as lots of options on slotting the Rad powers. Electric control is one of the three lowest damage controller primaries -- it will be very slow to solo before you get your Gremlins, and even then it will be very slow. For solo play, you will probably rely on the APP blasts that you don't get until the 40's. You can solo before that, but it will be painfully slow. Therefore, plan this to be a mostly-team controller.
Elec/Rad has an interesting synergy and is a good team-focused AoE controller. It is one of the few powerset combos that can make good use of Choking Cloud, but you need to slot it properly. Choosing your slotting should be based upon certain goals in your build -- do you want high Recharge? Defense? How much Influence do you have? Do you want to make a cheap build that aims for the best slotting for the powers? For Controllers, I generally tend to slot most for Recharge but aiming for Defense is a reasonable choice, too. As for the specific powers/build:
Electric Fence: Single target Immobilize powers are normally good for two main purposes -- a single target damage power that immobilizes and sets containment (mostly used as a damage power when playing solo), or in the late game as a single target Immob for high level foes like AVs. If you are looking at the power as an Immobilize power, Chain Fences will do the job most of the time. I would suggest skipping Electric Fence early unless you plan to solo those early levels. It can even be skipped completely if you don't plan to solo much. and those slots are needed in other places.
Radiant Aura: A needed power, and I suggest 5 Doctored Wounds for a Recharge bonus and good slotting for the power. You have some powers that will help with Endurance Recovery, so the Miracle set is probably not best.
Tesla Cage: Most of the Hold sets are pretty mediocre . . . except that 4 Basilisk's Gaze gives 7.5% Recharge. For the last two slots, I suggest getting some Damage in there. Even in a low damage build, having the ability to take down a target or two is useful. If you are going for Ranged Defense, then the Lockdown set is good.
Accelerate Metabolism: This is an awesome power and you want it up as much as possible. Start with 3 Recharge. Eventually, I recommend 5 Efficacy Adapter (leave out the Acc/EndMod) unless you have a lot of other Global Recharge, in which case you can slot all 6 for another 5% Global Recharge.
Jolting Chain: the Devastation set is a decent choice, although the bonuses for slots 5 and 6 are not very good. Use two Thunderstrike for some Recovery, or two Entropic Chaos for some Regen. If you want Recharge, try 5 Decimation, with something else in the 6th slot to cap out the damage and add a little more accuracy.
Chain Fences: I would take this earlier. How you slot it depends on a what you want out of it. It needs Accuracy and some EndRdx. For damage, you could slot it up with damage procs. The Trap of the Hunter set provides some Ranged Defense. If you have the funds, 5 Gravitational Anchor (purple set) gives 10% Recharge, and the "Chance for Hold" proc is wonderful.
Radiation Infection: ToHit Debuff is far more important than Defense Debuff. 4 Dark Watcher provides 5% Recharge. If you can afford it, 3 Enzyme Hami-Os gives ToHit Debuff, Defense Debuff and EndRdx in just three slots. If possible, the Achilles Heal Chance for Resist Debuff is really good here.
Hover: Since it takes Defense IO sets, you can slot the much cheaper Karma -Knockback rather than the Zephyr. It can also take a Luck of the Gambler 7.5% Recharge. If you set up an easy, quick toggle to go from Hover to Fly using binds, you can avoid having to slot Hover for Flightspeed. Something like using whatever key you want for the "h" key:
/bind h powexecname Fly$$powexecname Hover
Conductive Aura: This is a key power for your Endurance Drain. Combined with Choking Cloud and Static Field, it will drain the endurance of foes who aren't held or slept. I'd slot it up with more EndMod.
Static Field: This is probably your most important AoE Control. Take it as early as you can, and slot it for Recharge and Endmod rather than sleep. It not only is a pulsing sleep patch that drains some Endurance, but also grants endurance to you and your team if you stand in it.
Ling Rad: Slot for Accuracy and Recharge. The slow sets kind of stink, so I don't bother with sets here.
Paralyzing Blast: You have it slotted with a full set of a PvP IO set . . . which is outragiously expensive. 4 Baz Gaze and an extra Acc/Hold/Rech gets you a nice Recharge bonus. If you have tons of Influence, the purple hold set is better than the PvP set.
Choking Cloud: This needs capped Hold and high EndRdx. My Ill/Rad guide explains how the power works and why it is important to slot for capped Hold. This needs 5-6 slots to be effective, and the Lockdown proc is nice in it.
Synaptic Overload: A nice power. 5 Slot Malaise (leave out the proc, as it will draw aggro). Or 5 slot the purple Confuse set if you can afford it.
EM Pulse: You can get by with 4 Baz Gaze, as the bonus for the 5th is poor.
Indomidible Will: This should be slotted with 3 Recharge. The Defense it is only applies to Psi.
Mental Blast: Again, the two PvP IOs in this are rediculously expensive. -
I was just pointing out that you might want to post the build in a readable format if you want more (or even some) responses. Mids makes it easy. Also, Mids does not run on Macs, so those folks can't use the Data Chunk either.
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Some of us don't have access to Mids all the time, so when you post just a Data Chunk, you are less likely to get responses. And sometimes we may not want to pull up Mids even if we have access to it.
If you want folks on the Forums to look at your build, it is generally a good idea to post the build in a readable form, as well as a way to feed it into Mids. -
Animate Stone a/k/a "Rocky" or "Stoney" or "Poo-Man" is pretty tough, too. Singy has 50% Resistance to S/L/F/C/E/N damage and 100% to Toxic and Psi (which may actually be capped at 90%). Rocky has 40% to Smashing, 50% to Lethal, 60% to F/C/E/N, 80% to Toxic and 100% to Psi.
Plus, Rocky can be healed while Singy can't. On the other hand, Singy has his Repel that goes a long way to protecting it.
Phantom Army NEVER dies, with the only exception being Hamidon. -
Quote:Why do I feel like force-fielding a Singularity would cause an implosion? xD
Also, I need help. I want to make a Gravity character. I have tried both sides of the game, red & blue. I can't seem to make it work. Can anyone recommend a good combo for me, something that'll feel strong?
Hell, I'll take suggestions for a dominator.
I tried Gravity several times with various secondaries and disliked all of them, until I tried a Grav/Storm. He has become one of my favorite controllers to play solo. Not because he is fast or puts out a ton of damage, but because I have to be pretty strategic with him. When things get difficult, I can unleash chaos to get me out of there, so I find that I don't die much as long as I am paying attention.
It starts out slow, much like all Gravity Controllers. The key in the low levels is use your single target attack chain of GD-Crush-Propel to take down foes. Before level 16, your best AoE control is Crushing Field + Snow Storm.
At level 16, it all changes with Freezing Rain + Crushing Field together make a pretty good knockdown zone as an AoE control. Hurricane at level 20 gives you a new level of personal protection and a new strategy . . . put Snow Storm on a foe and then hide around a corner -- as the foes slowly run towards you, you can debuff their ToHit before they can shoot at you, they can't get in melee, and you can pick them off one-by-one with your GD-Crush-Propel attack chain.
Steamy Mist with Super Speed gives me a way to have full invisibility and move around quickly for "herdicaning." Later on, that invisibility lets me lead Singy into battle to be my tank and draw all the aggro while I stand back and clobber foes from range.
Wormhole opens up a new strategy: WH to a corner while running Hurricane, Crushing Field while they are still stunned, Freezing Rain and pick them off with damage. The Stun in Thunderclap can stack with Wormhole, too.
Each power adds another new strategic option. I found it really enjoyable to constantly try new ways to get the best use out of each power. -
Storm gets its worst powers early. Both Gravity and Storm are late-blooming sets, so that makes it hard to get through the low levels. After Freezing Rain, just about all of the Storm powers are good . . . but you have to learn how to use them. Visually, Storm is the best secondary there is -- it just looks cool. Especially Hurricane, Thunderclap and Lightning Storm.
Gale is the one power I wish I could skip. In upper levels, I almost never use it . . . mainly I use it once in a while because I have it, not because I need it. O2 Boost is a weak single-target heal with some other benefits -- a decent power for teaming, but useless solo since Singularity can't be healed. Snow Storm is situationally useful, with a large amount of -Recharge, slow and -Fly. It can help Gravity in those low levels by reducing the amount you can be attacked.
Freezing Rain is awesome . . . not only for the knockdown (with Crushing Field), but also for the huge Resistance and Defense debuffs.
Steamy Mist can be combined with a Stealth IO or Super Speed for full invisibility. I take Super Speed on almost all of my */Stormies (and I have a lot). Plus it adds AoE stealth, Defense and some Resistance to three types of damage. Not bad for one toggle.
Hurricane is not only a positioning tool and a personal protection power, but also has a HUGE ToHit Debuff. But if you run it all the time, you will thoroughly frustrate your teammates. Hurricane is great if used strategically, but can be a problem if misused. It takes practice to learn to "herdicane," which is using Hurricane to push foes into a tighter group while debuffing their ToHit. I love using Super Speed for this.
Thunderclap is skippable on some characters, but great on any character who already has an AoE Stun to stack Stun on bosses or extend it on minions. Gravity has a Stun in Wormhole.
Tornado is another situational power that does a lot of things including a good amount of damage over time. Gravity does not have -knockback in its AoE Immob, which helps Freezing Rain. But other sets can use -Knockback to make Tornado into a pretty good damage power, while with Gravity, it will throw foes all over the place. Still Tornado has its uses . . . an auto-hit damage power works for finishing off those annoying Paragon Protectors who have hit their last second MOG, and it adds a lot of damage to AVs with -knockback of their own. Plus it makes another good "panic button" power. I find that I use Tornado a lot more in the late game than I did leveling up.
Lightning Storm is just nice. A cloud over your head that shoots lightning bolts with good damage and knockback.
A Grav/Storm is significantly made more effective with its last few powers, especially Wormhole, Singluarity and Lightning Storm. The lower levels are tough to get through, but it really gets fun later. -
I see you have a Flightspeed slotted in Fly. Since I-19, Fly is inherently at flightspeed cap. So is the Raptor Pack Temp power. If you have Fly, there is no benefit to slotting Flightspeed -- use EndRdx or one of several IOs (Stealth, -knockback, protection from slow). The only power that benefits from Flightspeed enhancements is Hover (or its equivalent). Well, maybe Group Fly, as I haven't tested that one.
Or even better -- take Superspeed and slot a Celerity Stealth in it for full invisibility. Then use a Raptor Pack anytime you want to fly over things. You can even use binds to set up a toggle to flip from Hover to Raptor Pack if you want to fight from the air. -
Quote:First glance through, please feel free to ask for any clarifications or comment where you thinK I am wrong.
- You need more damage in Blind
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Try to build for capped range def instead of just s/l
S/L damage is the most common in the game and will protect from all positions. Ranged Defense is also useful, but it is much easier to build for S/L defense since you can get it from your APP shields from Ice and Earth. Getting capped Ranged Defense means more sacrifices to the effectiveness of the build.-
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You're a troller with perma-PA, why do you need more regen/hp?
One important area where Regen can be important is if you have taken just a little bit of damage . . . the faster you can heal to full, the faster you have the protection of the "one-shot code" in case you get hit with a huge smack-down. (The "one-shot code" has protected me from faceplanting several times in the last few days. It gives me a chance to pop into Hibernate.)-
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Flash is pretty useless
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Snowstorm is useful, but not enough to offset the powers you're losing on - You have spectral terror and sleet? So you want to keep people in their place and make them run away? I don't get that.
- Get more recharge on PA
- Slot damage procs in sleet; sleet triggers procs about 3-4 times in it's running time; that's a LOT of damage if you slot in 3-4 damage procs
- You don't need _that much endurance; if heat loss misses, your 6 slots in it are mostly just a waste; if it doesn't miss, just 1 +end enh is enough to keep you happy
- Get rid of the acc IO in benumb, you're already capped on accuracy to almost everything - plus with the spiritual alpha, with just 1 rech, you're close to perma benumb, which is really good enough
- Use the /fire ancillary, you need more damage and RoP + fire/shield are amazing
- You need more damage for both your phantasm and your PA's
- Fly is useless - just get a jetpack; get super speed instead; you will need stealth proc + super speed + arctic fog to be invisible to all AV's; AV's have a perception of 100, your normal 60-70 won't cut it
- Slot up hover - hover doesn't get surpressed, and with some +fly, it is a really good combat movement power
- You're an ill/cold; your stamina will _always suck when not using heat loss; work on getting your recharge up and don't bother slotting stamina too much
- Take boxing instead of kick and slot with stupefy or abs amazement
- You really don't need that much -def; reslot sleet to get more slow and of course as I mentioned, damage procs
- Get more damage out of spectral wounds
- Remember, this is an ill/cold, not an ill/rad - play styles between the two vary considerably, slot accordingly
I can't address each of these at this time, maybe later, but i disagree with some of the advice while I agree with some. -
Quote:You are correct that S/L defense will drop below the magical 45% when taking the slots out of Brawl after the first attack. However, I don't think that it will make that big a difference. I feel the damage adds more than the small amount of extra defense.So, long time lurker, first time poster here with a couple comments. First, according to my mids, this build without kinetic combats in brawl has 41.3 S/L defense without group invis, and Group invis gives 2.267% defense after the combat penalty halves it. However, even when configured to show the in-combat value on the effects, the mids totals pane still reflects its total value, so you're only hitting 45.8% S/L for 1 hit per combat, then you're dropping to about 43.5% S/L.
Quote:Additionally, with respect to the endurance issues, I'm seeing a 89.7 second recharge on heat loss with a 90 second duration for the self endurance gain mechanic. So, you're looking at a 100% uptime of 2.1 end/sec recovery per target hit, in addition to a full bar of endurance every 90 seconds (reminds me of my dom's complete lack of mana issues with permadom).
I built a few Kinetics characters without Stamina in the pre-inherent Fitness days, and found that I was often gasping for endurance. The build that was posted had high endurance usage and not-nearly-high-enough Recovery. Even with ability to get "perma" Heat Loss, I suspect that he would run out of endurance on that build at times.
Quote:Other than that, I think the KinCom in brawl build is great, but if you're willing to drop the B's on the glad armor and really want frostwork, you can fit it in there while maintaining the S/L cap. Personally, I don't see the DPS increase of socketing SW/Blind with a base damage of 30.59 being worth the loss of the S/L cap (I'll let the blasters/scrap/etc do the pew pew), but that's more of a personal preference.
You also forget to take into account the illusory damage in Spectral Wounds. That Illusory Damage gives SW a huge amount of Burst Damage even if some of it heals back . . . as long as you can defeat the foe before the heal back, you keep that damage. Even more, Phantom Army and Phantasm's Decoy also do Illusiory Damage, so if you can defeat the foe before that heal-back the additional damage is even bigger. Because of that, you can't just look at base damage for an Illusion Controller. -
. . . . and here is what I would do with those three slots from Brawl . . . Adding damage to Spectral Wounds and Blind will have the net effect of increasing your total damage output quite a bit, since you should be using the Blind-SW-Blast-SW attack chain.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), HO:Nucle(5), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(15)
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Nucle(13), Dmg-I(13)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf/EndRdx(9)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 8: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold(17), UbrkCons-Hold/Rchg(17), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Group Invisibility -- DefBuff-I(A)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(29), Abys-Acc/Fear/Rchg(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(34)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(36), Acc-I(36)
Level 30: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 32: Phantasm -- SvgnRt-PetResDam(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34)
Level 35: Sleet -- Achilles-ResDeb%(A), ShldBrk-%Dam(36), Posi-Dam%(37)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Def/Rchg(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Core Paragon
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Mrcl-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(46)
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One of the things I was thinking about doing was to take the slots out of Snow Storm, so you beat me to that one. You also replaced the Fighting Pool with Maneuvers, which was another one I was considering.
One of the problems with your new build? You have 6 LotG Recharge, so that 6th one is doing nothing. You are also showing some serious endurance issues . . . yes, I know that with Heat Loss, your recovery goes through the roof, but Heat Loss isn't always up.
By the way, the Ragnarok Chance for Knockdown in Sleet? I was concerned that the knockdown in Sleet might stack with the Chance for Knockdown proc to turn into KnockBACK, which you don't want. (I must admit that I haven't tested whether it is actually a problem.) I moved that proc to Ice Storm in place of the Acc/Rech. Another several million saved.
I made a few changes to your build. I took out Frostworks and Tactics and added Group Invis and Combat Jumping. This gave you enough added defense to drop that hyper-expensive PvP +3% Defense IO, saving you a couple of billion. I changed the set in Arctic Fog to Red Fortune to make up for the 5% Recharge that used to be in Frostworks. And I added slots to Health and Stamina. This build has enough Smash/Lethal defense that you could take the Kinetic Combat set out of Brawl to add more slots in more useful places. See what you think.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(15)
Level 1: Infrigidate -- Achilles-ResDeb%(A)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Acc/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Conf/EndRdx(9)
Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46)
Level 8: Flash -- UbrkCons-Dam%(A), UbrkCons-Hold(17), UbrkCons-Hold/Rchg(17), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Group Invisibility -- DefBuff-I(A)
Level 24: Combat Jumping -- DefBuff-I(A)
Level 26: Spectral Terror -- Abys-Dam%(A), Abys-Acc/Rchg(29), Abys-Acc/Fear/Rchg(29), Abys-Acc/EndRdx(31), Abys-Fear/Rng(34)
Level 28: Benumb -- RechRdx-I(A), RechRdx-I(36), Acc-I(36)
Level 30: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(37), RedFtn-EndRdx(43)
Level 32: Phantasm -- SvgnRt-PetResDam(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34)
Level 35: Sleet -- Achilles-ResDeb%(A), ShldBrk-%Dam(36), Posi-Dam%(37)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 41: Ice Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(45), LkGmblr-Def/Rchg(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Core Paragon
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25), Mrcl-Heal(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(46)
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TP Foe has some good uses, depending upon the character. Many powersets have "siphon" powers -- Kinetics, Dark Miasma and Warshades are examples. Especially combined with a Hold or confuse power, TP Foe can be used to grab a low-level foe to use as a "battery" for healing or buffing. A Dark Miasma Defender can grab a foe, bring it to a full group of dead teammates and rez them with Howling Twilight. A Kinetics character could pull a foe to use to buff up the team with Siphon Power (and himself with Siphon Speed).
You can also use TP Foe to grab a foe who is running away and bring him into melee or within range of an AoE aura. I have been tempted to grab TP Foe on my Traps/Rad defender just for the fun of it . . . There is just something kind of sick about using TP Foe to drop a guy onto a set of Trip Mines. (A lot of people are praying that Traps eventually is made into a Controller secondary just so they can make a Grav/Traps for the combo of Trip Mine+Wormhole.)
Having said all that . . . the only character of mine who has TP Foe is my Warshade, and that's mainly left over from when the best way to handle a Void or Quant was to TP him close and hold him . . . but I still occasionally use it to pull a foe, kill him and turn him into a pet with Extracted Essence. That way I get some nice extra damage from my new Kooshball as I run in to aggro the entire group. -
I have some ideas on where to move around some slots, but I don't have access to Mids right now and would want to check it out before I make suggestions.
One small one: Change the Call to Arms Triple to a Soulbound Dam/Rec. You'll get a nice Regen bonus. -
I have Hasten on almost all of my characters . . . I don't think I have it on my MA/SR scrapper, as Practiced Brawler is a click mez protection and I have a good attack chain without it. I can see that a Willpower character could skip Hasten depending upon the other power set, but sets with a long-recharge heal or other click power will benefit from Hasten, too.
I have Hasten on my Shield characters because it helps Shield Charge come back faster. I have it on Invuln and Ice and Dark and Stone. It is nearly essential on Controllers and Defenders. -
I haven't taken the time to really mess around with the machine, but just like last time, it has stopped having the problem after 3 days. Seems to be working fine now.
Weird. The only thing I did was blow out the dust and run some virus scans. -
Quote:On the reward side, 1 Hero Merit is actually worth 100 Reward Merits since you can cash in 1 Hero Merit for 5 random recipe rolls (which costs 20 Reward Merits x 5). OR, Hero Merits can be worth even more because you can buy a lot of the most desired recipes in the game for 1 or 2 Hero Merits -- many of the recipes that cost 2 Hero Merits can be purchased with 260 Reward Merits, making Hero Merits worth 130 Reward Merits.I feel like a bit of a n00b asking this but..............
I've been playing this game for years and I've heard people talk of 'hero merits' and how they are worth 50 times what a normal merit is worth, but I've never received a hero merit. Am I doing something wrong? do you have to craft them? -
Quote:Huh? How is Dominate "by far the best ST hold of any control set?" It has the same duration and Recharge as all the others (except Blind trades a slightly lower duration for its secondary AoE sleep). The cast time is the second fastest, after Char. Dominate has no secondary effects and does 30.59 base Psi Damage at level 50, which is heavily resisted in the late game by some foes. How is this better "by far" than other holds?The only thing of note you will miss from Mind is Dominate (by far the best ST hold of any control set).
Fossilize has -knockback and provides Defense Debuff.
Char does more damage 33.65 over time and it is Fire, and animates slightly faster.
Grav. Dist. does the same damage as Char, and adds -knockback and Slow.
Block of Ice also adds Slow and -knockback.
Blind's cast time is almost as fast, slightly shorter duration but adds a small AoE Sleep.
Strangler has the same higher damage as Char and Grav.
Tesla Cage has some endurance drain.
I don't see how you can say any of these is "by far" better over the others. They are all pretty equal, with minor differences in animation and secondary effects. -
If Traps was ever ported over to a Controller Secondary, you will see a TON of Grav/Traps controllers. While Wormhole+Trip Mines alone would be giggle-worthy great, you could easily set up a "corner of death" with Acid Morter, Poison Gas Trap, Trip Mines and Caltrops slotted up with procs.
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Quote:On a pure numbers basis, Propel has too long an animation. But it hits hard with nice burst damage, especially with Containment, and is one of the three interesting/fun powers in Gravity. Solo, I'm not concerned with killing stuff fast . . . I'd rather focus on fun and avoiding a faceplant. On teams, Lift makes a lot more sense since the animation on Propel is so long that your target is often dead before you can smack him with a forklift. (When a slow animation attack hits an already-dead target, I call it "necro-blasting.")Looking past the cool factor and assuming the numbers in Mids are correct, Lift is actually better than Propel in an attack chain. Something to consider.
Not only is Gravity one of the weaker controller sets, but it is also pretty boring except for three powers. The animations for everything other than Propel, Wormhole and Singularty are pretty mundane. (And Lift is one of the boring ones -- and why does it do so much less damage than Mind's Levitate?) So to me, these three powers have to kind of make up for the rest of the set -- the fun factor of throwing around stuff is worth a little bit lower effectiveness in the numbers for Gravity. -
Overall, a pretty good build. I can make a few suggestions here and there, however.
My Grav/Kin is pretty low level, but I have a high level Grav/Storm that I mainly solo, and I have several */Kin Controllers and Kin/* Defenders.
Solo, my attack chain is GD-Crush-Propel. I like to have Crush and Propel slotted up for capped damage, but that's probably less important for you with Siphon Power and Fulcrum Shift. 4 Baz Gaze in GD is good, but I prefer a little bit extra Accuracy for those tough targets. Consider changing one of those Perox to a Nucleous (Acc/Dam). I think the Decimation Chance for Build Up on Crush is a good idea.
Since you have Tactics, I'm not sure you need a second Acc in Siphon Power. I'd be more likely to put a second accuracy in Siphon Speed, but with Tactics, neither one really needs it.
In the last issue, the default Fly speed is the flightspeed cap. As a result, putting Flightspeed enhancement in Fly or in Swift is wasted -- flightspeed ONLY has an effect on Hover. Interestingly enough, the Raptor Pack temp power also flies at Flightspeed cap -- you can buy a Raptor Pack in the Shard and get capped flightspeed without using a power pick. As a result, I have taken Super Speed on many more of my characters -- put a Celerity Stealth in Super Speed and you get a travel power faster then Fly and full invisibility in one power and NO added slots. And you can still fly over stuff with the Raptor Pack. That invisibility is really nice for a Grav controller to be able to lead/drag Singy into a group to draw aggro and tank, allowing you to stay safe.
You have slotted some things for Defense, but you don't have a ton of it. If you really want to go for more defense, consider changing to the Ice or Earth APP -- Earth is nice for a Kinetics since you have to be close anyway, but the armor is UGLY. I have the Earth APP on my Plant/Kin, with Fissure, Stone Armor and Seismic Smash. Seismic adds a lot of single target damage, and Fissure is good short-range AoE with some stun that can stack with the Stun in Wormhole.
It is understandable if you want to stay with the Psi APP for Indomidible Will. However, the majority of folks feel that World of Confusion stinks because the Radius is too small and the confuse duration is too short. Most people who keep it mostly use it for a set mule for the comparably cheap purple Confuse set. If you want to keep the Psi APP, you may want to consider replacing WoC with Lift or Psi Blast. Or even Repel . . . I added Repel to my Plant/Kin and it has saved her backside on quite a few occasions. (On an ITF recently, Repel saved me several times when the aggro got out of control . . . like when the last wave of robots come to life as the computer console gets near to the end.) Repel also fits in with Singy, since you would be able to bounce foes back and forth between you and your pet and then clobber them from range.