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Quote:I agree that getting mezzed is a big problem for a Fire/Rad. Both Choking Cloud and Hot Feet get turned off even if you immediately pop a break free, it still takes a few seconds for HF and CC to recharge.I'm going to respectfully disagree with some of the previous posters about "well-played controllers" not needing defenses. While I don't feel the need for it on any of my other trollers, I think fire/ is the exception.
I quit playing my fire/rad for quite some time because I was always getting mezzed. On my other trollers, not an issue, but with fire alone, it was (had the same issue on the fire/kin, too). Flashfire is wonderful, but it doesn't hit absolutely every mob in every spawn, every single time. When I could layer that with the AoE hold, that's fine, but that hold just isn't up fast enough to use often enough on a fast-moving team. So hot feet or choking cloud would annoy something somewhere, and I'd get held. Often enough that it just wasn't much fun to play.
First, I tried soft-capping the fire/kin with s/l defense, which was expensive and slightly gimpy. Then decided to try ranged cap on the fire/rad, and found (to my surprise) the ranged defense worked just as well, and has the added bonus that it isn't terribly expensive, or gimpy (I later respecced the fire/kin to ranged defense cap, too). It's a lot more fun to play now.
It's not terribly hard to do - most of the controller-ish set bonuses offer either a high recharge set option, or one with ranged defense. UnicyclePeon has a lovely build, and you can play around with Lockdown, BotZ, Numina, Stupify, Thunderstrikes (for fire cages as well as fire blast), and the controller ATO to your hearts content. Add Steadfast proc, weave, maneuvers and combat jumping, and you're pretty set.
I took care of the problem of getting mezzed long before IO sets became available by using Indomidible Will from the Psi pool. It is difficult to get perma . . . so I usually saved it until I was just about to run into battle. The Psi Pool also gave me Mind Over Body and Psi Tornado. Now, of course, you can get the Clarion power in the Destiny slot for mez protection. -
You have seen my character? His name is "Time is an Illusion," and his battle cry is "Lunchtime doubly so!"
(For those of you who don't know, that's a reference to a line in Hitchhiker's Guide to the Galaxy. The original line, "Time is an Illusion," is credited to Einstein, but it may actually be a paraphrase of "...for us physicists believe the separation between past, present, and future is only an illusion, although a convincing one.")
To the OP: I have an Ill/Time and find it to be a great combo. It is actually easier to get Perma-PA than Rad, but you have to wait until level 38 for the build to start to mature. Time adds some additional control, especially slows, when Illusion is a little bit weak on control. I decided to proc-out the slow patch, Distortion Field, so it contributes some damage. It is good at taking out tough targets because the combo of Time Crawl and Slowed Response provides extra -Resistance. I use the Ice APP with Ice Blast, Frost Breath, Ice Shield and Hibernate. I was able to softcap to S/L quite easily without sacrificing any performance. TiaI is just starting on his Incarnate journey.
Plant/Time should be good, too, but you will get less benefit from the Slow powers due to Plant's AoE Immob. Plant has plenty of AoE control and damage, but is lacking single target damage. -
Alfred Molina has shown up in some interesting roles:
Doc Ock in Spiderman 2, was also
Indiana Jones's companion in the opening of Raiders of the Lost Ark, and
Cezar, the wolf hunter in 1985's Ladyhawke -
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Quote:Well, let me see if I can help a bit. As a disclaimer, I have to say that I have a Grav/Storm at 50 and part way up the Incarnate ladder. I have a Dark/Dark Controller who is still "in the works," so I don't know that I'm much of an expert on the Dark secondary -- except that I have played a LOT of Dark Miasma. (The original Local Man is a Dark M/Elec Defender.)Hey all,
I just made a Grav/Dark Controller, and so far, hes at level 20.. Iv never really played a controller, im more the tank guy. 6 tanks, 3 brutes, 2 scrappers at 50..so should show u my playstyle, so im actually not new, but never really have played a controller straight through. I have 3 50 trollers, but they were...yes..anyways... Been playing for about 5 years and just controllers were never my thing. But after leveling all my tankers, i just needed a change so im trying. LOVING it so far, i just came to these boards for some help..
One, How do i slot when im leveling? Like once im 50, im sure i can figure out how to IO him.
Two, What Gravity and Dark powers can i skip? So Far i have Crush, and D. Shift skipped. And Darkest Night, but i will be getting that debuff soon, cuz its handy..
Three, how do you solo with these things man, like it takes so long....any pointers on the soloing?
Any help really be nice.. i know a bit but not everything and everyone has different playstyles so.. Thanks in advanced!
Unlike the melee sets you are familiar with, Controllers are far more varied in powersets, builds and playstyles. Gravity is really a ranged single target damage specialist with somewhat weak AoE control. Against your instincts, you will want to stay OUT of melee. Ultimately when you get to level 32, you will find that Singularity is a really tough pets who can draw a lot of aggro, so you can rely upon Singy to make up for your lack of AoE control. I have found invisibility to be very valuable to lead Singy into groups while not drawing aggro, so you may want to consider some kind of invis. Gravity gains more from its pet than any other control set other than Illusion and Phantom Army.
Dimension Shift is the most skippable power -- it was recently improved, but it is still a situational power that can be skipped. Crush can be skipped, but you may want to eventually pick it up as an additional damage power that also Immobilizes and sets Containment. I would take everything else in Gravity.
Dark is a very nice secondary that has strong -ToHit, some nice defense and many very useful powers. You have a strong self AoE heal, an AoE Stealth (1/2 of invisibility), an AoE rez with some nice secondary effects, and even an extra pet. Tar Patch is a key power because it has 30% Damage Resistance Debuff, so you want that to recharge as fast as you can. Black Hole is the skippable stinker in the set, but everything else is worth taking eventually.
(There are a few people who actually LIKE Intangibility powers like Dimension Shift and Black Hole, and find strategic uses for them. Personally, I dislike those powers -- I have actually tried them and hate them.)
Hasten is usually recommended for controllers as Recharge is always needed. If you take Super Speed, its 1/2 stealth will combine with the 1/2 Stealth in Shadowfall to give you full invis. or you can take a different travel power and slot a Stealth IO. Other pool powers depend widely upon build and playstyle. Recovery is another important bonus to look for -- you may want to play to get a Miracle +Recovery proc and the Numina's Proc for Health.
Opinions differ about slotting while you level. If you have some influence to play with, you can Frankenslot in lower levels unless the Final Build you want has some lower level IOs, in which case you can slot those at the level they become available. Example: Lots of people use 4 Basilisk's Gaze, which caps out at level 30, for Hold powers in their final build because of the good Recharge buff. You can slot these at, of course, level 27. Some people like to slot their builds to be able to Exemp down while retaining set bonuses. That's a personal choice.
I'd slot Crush (if you take it), Lift, Propel as ranged damage powers. GD can also be slotted as ranged damage, but also as a hold or a combo of Hold and Damage (which is the one I prefer) -- 4 Baz Gaze and then some additional Acc and as much damage as you can fit into two slots. GD is also a good spot for the Will of the Controller set. Crushing Field, the AoE immob is nice to combine with Darkest Night -- the foes can't move and they can't hit you as much -- this can help make up for your low AoE control, and it is a nice combo to use after Wormhole before the stun wears off. Standard SO slotting for an AoE Immob is 2 Acc, 2 EndRdx.
Standard SO slotting for your AoE Hold, GDF, is 2 Acc, 2 Hold, 2 Rech. 4 Baz Gaze and if you can get a 5th slot, an Acc/Hold/Rech from another set like Essence of Curae, works well. Some people use this power a lot while others don't. Start with 2 Acc, and add the other slots later.
Wormhole is an odd power, but uniquely fun. The knockback makes it more situational than I like, but you have to develop strategy on how and when to use it. SO slotting is 2 Acc, 2 Stun, 2 Rech, but fitting some Range in there is nice, too.
Singy can be slotted for damage and/or control . . . but adding some Damage Resistance to its already high resistance really helps with survival. I go with 4 Expediant Reinforcement (including the +10% Resistance proc), the other pet Resist proc, and then I threw a Dam/Mez Hami-O in the last slot. There are lot of other ways to slot Singy depending upon the bonuses you want to go for.
As for Dark, Accurate healing for Twilight Grasp. Darkest Night needs ToHit Debuff and EndRdx, and 4 Dark Watcher works. Tar Patch needs 2-3 Rech and Howling needs just 1 Rech. Shadowfall can be slotted for Defense or Resistance plus EndRdx -- I think Defense is better. Fade is Defense+Rech. Soul Absorb should slot EndMod set, as you already have a heal so you don't need Regen as much. Finally, Dark Servant a/k/a "Fluffy," can be slotted lots of ways, but I prefer the Accurate ToHitDebuff set, Cloud Senses.
Yes, solo on a controller does take long . . . remember that Controllers are the ONLY AT in the game without a powerset dedicated to damage. You want to take advantage of Containment -- use an attack combo of GD-Lift-Propel for single targets. You can add Crush for some DoT. But don't expect Controllers to solo with a lot of speed -- the focus is more on keeping them controlled while you slowly take them down. -
Quote:A Fire/Rad controller is an awesome character even without tons of Defense. Why not try it and see? The goal is to control groups from range (Flashfire+Fire cages, or that new proc with Bonfire), then run in with Hot Feet+Choking Cloud to take down foes while they are controlled. What do you need Defense for if the foes are controlled?Well dern. Thanks for your replies guys, guess that's a scrap then.
Even better, see if a few buddies will also roll up Fire/Rads, as a team of Fire/Rads are almost unstoppable. -
In the immortal words of Mick Jagger, "You can't always get what you want." I certainly have not worked out every possible permutation of IO sets and powers for a Fire/Rad/Fire, but I strongly suspect that to reach the soft cap on S/L defense who is not otherwise gimped, you will need to use the Earth or Ice APP or the Mace PPP for the additional S/L defense from the shields. (Mace also gives Energy Def, too.)
You didn't really explain, when you said "def cap" if you mean for all defense, positional defense, typed defense or one type of defense. And frankly, Controllers should be able to survive most situations without Defense through the use of controls, debuffs and buffs. Of my 14 or so level 50 controllers, only 2 of them have S/L defenses at "cap" (using either Ice or Earth armor), and they all survive quite well. -
SADLY, the "Buy_COH" command has been removed from the game so this trick no longer works.
I really, really miss it. -
I just hope that it is the first "good" Superman movie without ridiculous plot holes. While Christopher Reeve did a great performance, the rest of the original movies, even the first two, had absolutely horrible writing with deus ex machina plot devices needed to win the day.
Superman 1: "you can't go back and change the past" . . . so he does just that to save the girl -- with no consequences at all. And an evil genius opponent who is actually a campy buffoon.
Superman 2: "You will lose your powers forever" so you can boink your girl. . . unless he needs those powers back again. And then he can magically re-wire the power-taking-away machine to work on the outside of the chamber instead of the inside. And "Thowing the S," one of the greatest stupid moments in film. And the Amnesia Kiss and several other stupid plot points . . . (And this is considered to be the best Superman movie to date?)
Do I really need to go into the stupidity of Superman Returns? or Superman 3 or 4?
We know that Zack Snyder can do great, gritty action that looks great. But will there be a plot that actually makes sense for once? I can only hope that with Nolan helping out, there will be a decent story -- but Nolan has his own plot holes in the Batman films, too. -
Quote:The problem with the Mace Attack is the recharge. Fire Blast's recharge is 8 sec base, so you can get it down to about 2.5 sec. Blind and SW both activate in 1.1 sec, and Fire Blast activates in 1.2, so you can see how this can be a very fast attack chain. Mace's Poisonous Ray recharges in 24 seconds base, so you can get that down to about 9 seconds, and the activation is 2 seconds. That simply won't work in a Blind-SW-Blast-SW continual attack chain. The debuffs would be nice, but I consider the non-stop attack chain to be more important.Wow, that Ill/Rad guide of yours is doozy. Excellent work.
Honestly I feel it's hard to choose among these APP sets. They all bring nice
things. Dropping Consume for Fire Ball is a good idea, After MisterD's post, I
was starting to question that choice myself.
I want to be team oriented but would like to be able to do things solo at a
reasonable pace, when needed. I do like the "healing" part of the build, but if
I had to choose between them I'd have to go with Illusion, I just love it too much.
Any who....
For a single target attack, what if you'd go with APP Mace Mastery and take
Poisonous Ray? It's a single target Dot with -RES (-18.75%) and -DEF
(-15%). It deals moderate dmg and would benefit my pets and teams
damage, right?
I suppose the Fire Blast does more dmg than PRay, does the Debuff make up
for that? -
For your Illusion side, you may want to take a look at my Illusion/Rad guide -- link is in my sig. I strongly recommend that you fit in a single target blast from your APP set. At this point, you have fire APP and Fire Blast is the best single target blast. Ice Blast is nearly as good (only lacks Fire's DoT), and then both Primal and Psi work well, but are slightly slower.
My guide explains how important having an attack chain of Blind-SW-Blast-SW is to the amount of damage you can do. It gives you a continual attack chain and lets you take advantage of Spectral Damage better. I consider the single target blast to be more important that the AoE Blast.
I'd drop Consume since you already have an Endurance Recovery power that does not rely upon you running into melee. I've never been impressed with Consume on a controller even though I have the Fire APP on several of my controllers. I take Rise of the Phoenix over Consume since it is the only self-rez available to controllers.
I don't have an Ill/Emp . . . Ill/Rad (x2), Ill/Storm, Ill/TA, Ill/Cold, Ill/Time, but not Ill/Emp. I know many people go with the Primal APP pool because Power Boost does some good things to the Emp buffs. There are only a few powers that benefit from Power Boost on the Illusion side, so I'd only recommend it if you if you focus more on your Emp side. It really depends on how team-oriented you are.
I played around with an Ill/Emp build to get max Recharge, and here's what I came up with:
Hero Plan by Mids' Hero Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Lixx: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Rchg/Dmg%(3), SWotController-EndRdx/Rchg(3), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5)
Level 1: Healing Aura -- Panac-Heal/EndRedux(A), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(19), Panac-Heal(19), Panac-Heal/+End(25)
Level 2: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(27), Apoc-Dam%(27)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(11)
Level 6: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(33)
Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Clear Mind -- Range-I(A)
Level 18: Resurrect -- RechRdx-I(A)
Level 20: Phantom Army -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23), S'bndAl-Build%(23), S'bndAl-Dmg/Rchg(31)
Level 22: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(36)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def(31)
Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37)
Level 30: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(39), Abys-Acc/EndRdx(39), Abys-Fear/Rng(40), Abys-Acc/Fear/Rchg(40)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42)
Level 35: Group Invisibility -- LkGmblr-Rchg+(A)
Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Rchg(43), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 44: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Knock%(48), Ragnrk-Dmg/Rchg(48)
Level 47: Rise of the Phoenix -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Acc/Rchg(50), Armgdn-Dmg/EndRdx(50), Armgdn-Dam%(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- HO:Micro(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), EndMod-I(43)
Level 50: Agility Core Paragon
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Quote:I have a few personal preferences over the build above. I like Frost Breath over Ice Storm because it is faster to recharge and not DoT. If the OP wants to keep GI, he could consider dropping either Recall Friend or Hibernate.Local's changes look pretty good. I agree that you'll want to keep Soul Absorption. It's very useful for endurance management and it's a buff for the whole team.
I like GI, but you really have to know the niche uses of it to get the most out of the power and as a team buff it's only ok. In fact, it's sometimes an unwanted buff for an aggro holder due to the reduction of threat level. Reduced threat though can be pretty handy to get mobs to focus on PA rather than yourself and other pets.
I dislike slotting Fluffy with Baz Gaze, as slotting him with ToHit Debuff is very effective, but I didn't change it because of the Recharge.
Overall, it is very hard to get Perma-PA without using several purple sets since Dark does not have a Recharge buff like Rad or Time. A purple set in Ice Blast or Ice Storm/Frost Breath would not only increase the Recharge but also free up another 6.25% slot out of the "Rule of Five." -
I played around with your build to make some changes. I was able to increase the damage, recovery and reduce endurance usage without making any significant reduction in Recharge. I replaced Group Invis with Soul Absorption as I consider Endurance more important than the small amount of Defense (remember it cuts in half in a fight), but you can always swap it back in. There was also no need for the Stealth IO in Sprint, since Shadowfall + Super Speed gives you capped Invis. Once you attack, I would suggest turning off Super Speed for longer fights to save the endurance.
You might want to consider Spiritual Radial for Incarnate. It has a Recharge buff, plus it will provide enhancement to Slow (Tar Patch and Howling Twilight) and Stun (Howling Twilight) without using any slots.
There are a few places I would love to add a slot, but those slots are tight on this build.
Villain Plan by Mids' Villain Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Darkness Affinity
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(5), HO:Nucle(29)
Level 1: Twilight Grasp -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal/EndRdx(9)
Level 2: Blind -- WotController-Rchg/Dam%(A), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11), WotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), WotController-EndRdx/Rchg(13), WotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15)
Level 4: Deceive -- CoPers-Conf%(A), CoPers-Conf/EndRdx(15), CoPers-Conf(17), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19)
Level 6: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(21), BasGaze-EndRdx/Rchg/Hold(23)
Level 8: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitDeb/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(25)
Level 10: Tar Patch -- RechRdx-I(A)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(37)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), S'fstPrt-ResDam/Def+(31), EndRdx-I(45)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), GftotA-Def/Rchg(36), GftotA-Def/EndRdx/Rchg(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Howling Twilight -- RechRdx-I(A)
Level 26: Spectral Terror -- U'spkT-EndRdx/Fear(A), U'spkT-Fear/Rng(31), U'spkT-Acc/Fear/Rchg(37), U'spkT-Acc/Rchg(37), U'spkT-Stun%(39)
Level 28: Soul Absorption -- EndMod-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-Acc/Rchg(40), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42)
Level 35: Ice Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(39), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43)
Level 38: Dark Servant -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(46)
Level 41: Frozen Armor -- RedFtn-Def(A), LkGmblr-Rchg+(42), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(48)
Level 44: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
Level 47: Recall Friend -- Zephyr-ResKB(A)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(27), P'Shift-EndMod(40)
Level 50: Spiritual Radial Paragon
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I'm looking at the build above and have a few thoughts. I've had a little experience with Illusion builds. You might want to look at my Ill/Rad Guide, linked in my sig. It provides a lot of information about Illusion and strategy tips.
Illusion is mostly about (a) distraction from Phantom Army, Phanty's Decoy, Deceive and the fear from Spooky, and (b) single target damage to take out the lower level foes first allowing the pets to focus on the tougher foes. Recharge is essential to get PA and the other powers up as much as possible. Then you need to maximize damage whenever possible. While Defense is nice to have, I mainly rely upon the distraction to keep me safe. Any time a foe pays too much attention to me, he gets Deceived.
Eventually, you want to get an attack chain of Blind-SW-APP Blast-SW. Leveling up, you may want to have something else to fill in for the APP Blast. Some folks make do with the Vet attacks, while others fit in Air Superiority. Regardless, you need to try to get good damage in your attacks.
I think you may have some endurance issues. Yes, you have Soul Absorption, but that won't always help you. You may want to consider getting some more Recovery in the build.
Spectral Wounds: I have used 5 Decimations, including the Build up proc, and an Acc/Dam Hami-O in the last slot. The Entropic Chaos set you have only has 85% Damage . . . by capping Damage enhancement, you would get an extra 5 damage (not including the build up proc) -- which doubles with Containment. In the long run, that adds up.
Blind: 4 Baz Gaze is OK, but the proc is mostly worthless. Think about it. What good is a proc that slows recharge when the target is held? Slot the Acc/Hold instead, and then put two more slots here for an Acc/Dam Hami-O and common Damage. Another option is the Will of the Controller set with the proc.
Deceive: Putting a damage proc in Deceive is a REALLY BAD IDEA. One of the best parts of the power is that it draws no aggro. Putting a damage proc in the power draws aggro.
I know you wanted a build with no purples, but if there is any way to get the purple Coercive Persuasion set with the proc, it is wonderful in Deceive. The proc turns turns Deceive into an occastional Mass Confusion. Plus it has 10% Recharge for 5 (freeing up a slot for 6.25%) and 5% Ranged Defense for 6 (if you are slotting for Ranged Defense).
Darkest Night needs to be slotted for EndRdx and ToHit Debuff. Drop the proc and ToHitDebuff/Rech for ToHitDebuff/End and End/Rech.
Flash has a 20% Acc penalty, so if you use the power, it helps to put an extra Acc/Hold/Rech into it. Essence of Curae works fine.
Howling Twilight: The Tempered Readiness set is really a kind of poor investment -- 5 slots to get 3.75 Recharge and enhancement that doesn't do much -- Slow only affects run speed, and the damage and accuracy don't work in HT. Just use one or two Recharge. (There's two of your slots for Blind) Another option is to slot it with a stun set.
On Invisibility: Full Invis is very much needed to lead pets around. With an Ill/Dark, you can combine Shadowfall with Super Speed for full invis. I would move up super speed and move Group Invis back. Only put a LotG Recharge in GI and an EndRdx in Super Speed. Keep the -knockback Zephyr in Recall Friend - just one Mag 4 is enough knockback protection for about 92% of the game.
You don't have enough EndRdx in Shadowfall. I have used 4 Luck of the Gambler in it getting as much EndRdx as I can. The Steadfast +3 Defense is good, but I have never wanted to spend the cost for the Glad Armor +3 proc, as it is more expensive than purples.
Phantom Army: You don't have nearly enough damage slotted. I suggest 4 Expediant Reinforcement (leave off the proc) I like to finish the other two slots with the purple Soulbound Dam/Rech and Chance for Build Up, but without purples you can cap Damage and rech with 2 Call to Arms. (The Defense and Resistance procs are not needed for 3 invulnerable pets, and not worth using for Phanty)
Combat Jumping: Only slot this for added Defense if you have slots to spare, but Maneuvers needs some EndRdx. I'd move the slots to Maneuvers to slot up EndRdx.
Phanty: Drop the Resist proc and Acc/Rech. Add the other two from Expediant Reinforcement for more damage. That almost gets you to the damage enhancement cap.
As explained in my Ill/Rad guide, I'm not a fan of the Psi pool. It does the same kind of damage as your primary, making it hard to kill psi-resistant foes. The main reason to take the Psi pool is for mez protection, and you really don't need mez protection as much as other builds since PA and other pets draw tha aggro. I like the Fire or Ice sets, and with Ice, you also get a defensive shield (that will take another Luck of the Gambler recharge). Ice Blast, Frost Breath, Ice Shield are all very good for this build. Hibernate is a one-slot wonder panic button power. -
This forum is for actually posting guides, not requests for guides. This should be in the Player's Questions or in the individual AT forums. I know it seems logical to post the request here, but this is really where the guides only are posted.
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Quote:I recently got the proc for my level 27 Fire/Storm. At that level, it is not yet perma without some additional Recharge. I haven't had much time to play her with the proc yet, but I expect that it will make the character a lot more effective. Game breaking? Not sure yet. Certainly in some areas but not in all.First, I think a 26th lvl troller or dom would be the best test since its when you get bonfire. You can only slot it with the proc, and you're still low enough to not have soft-capped defense or resistance. Nor do you have the rest of the bells and whistles that a 50th level does, so you have less of a chance of outside factors influencing your run.
As for only using fire/, I believe the strongest of the argument so far is that bonfire/proc makes a player with little experiences or interest, able to turn bonfire/proc into a 'I win' power. But only using fire/, again you lessen other factors in your test. When I play my fire/storm, I don't find bonfire/proc having that huge of impact because I already have freezing rain that pretty much does the same (area flopping). But on a fire/rad, bonfire/proc should be a different story. So by cutting out any use of your secondary power, and just using genetic IOs, you should have clearer results.
In fact, I'm going to do that tonight with my fire/storm with her third build which I don't use. Do 3 runs with and without proc just using my fire powers, then again with using storm. Maybe find try to find a AE mission that has a wide selection of enemies within those levels to be really thorough.
I suspect that I will still use the Flashfire+Fire Cages combo when they are up since that will give me Containment. The Bonfire+KB2KD proc will fill in whenever Flashfire is recharging. Without the Imps to help killspeed, it takes a while to kill off groups with the damage from unslotted Bonfire and Hot Feet. -
Gravity has good single target damage, but virtually no AoE damage (other than the AoE Immob). Electric has generally low damage, slightly better than Ice (the lowest) and while it has more AoE than Earth, Earth's pet makes Earth better for damage overall (in my opinion).
Farming is mostly about killing fast, and good AoE damage will generally farm best. That's why Fire and Plant are the two most popular farming controllers -- good AoE damage.
Especially when you are pairing it with Kinetics, the more damage you start with, the more of a buff you get. Plus, Kinetics lends itself to a melee playstyle and Fire (and Electric) work very well in melee. Gravity is really better ranged, especially since Singy repels things away from itself.
So if you are looking for a farming character, Fire/Kin is the way to go of your choices. It is extremely popular for good reason. -
Quote:if you want Singy to be more of a controller, replace the Acc/Dam Hami-o with an Acc-Mez Hami-O! The nice thing about using an Acc/Mez (or a Dam/Mez) in pets who use more than one control power is that it buffs ALL of the control powers. So for Singy, it would buff the Hold and Immob.Yeah, when I constructed the Build originally, I was strapped for cash a lot more than I am now. As a result, I specifically avoided LotGs. Perhaps I can reconsider that option.
And as for the Crap of the Hunter? I shoulda mentioned that that set is also sort of a placeholder for where I will eventually put the new ATO set whenever it gets released... unless there is a much better spot for it that is.
I will think about Singy's slotting a bit, but honestly, I like him to be even better at his role as a Controller Lite than a damage dealer, per se. As I said, I generally team, and don't really need him to add extra survivability to myself. But it is definitely something to think about. If I do move the ATO out of Singy, where would be a good place to put it instead (I do have the Superior version)? -
I ran an ITF with my Fire/Rad last night, and found the Bonfire+Proc to be a nice but far from game-breaking addition. Anywhere from 15-75% of the foes were affected since most of the Cims are knockback resistant. A few times I threw it into a large group and did not survive the ranged attack in retaliation -- this character is not built with any ranged defense.
It added some to his ability to control in a TF which notoriously neuters control -- it had a larger effect on the Third Reich and the Dark Dwarves, of course, but there were still plenty of foes who could shoot at me. When the Dwarves started flopping, the Novas and Nicti made me their favorite target.
While the proc may be "game breaking" in some areas, it was not on that TF. -
It would be better if you gave us a general build with some slotting, and we could work from there. Different people have different playstyles, and we don't know enough about yours. We don't know if you want to slot for Recharge or Defense or whatever.
That being said, Gravity is a single target damage specialist. I would suggest slotting Crush (if you take it), Propel and Lift with Thunderstrikes.
GD can be slotted for hold or damage -- it is a good place for the Will of the Controller ATO, or you could go with 4 Baz Gaze, plus an Acc/Dam and a common Damage. GDF can get 4 Baz Gaze and an extra Acc/Hold/Rech.
If you are going for S/L defense, then Enfeebled Operation in Crushing Field. Otherwise, you could slot it up with procs -- depends on how often you use it.
Wormhole can get 5 or 6 Stupify -- only use the knockback proc if you feel Ranged Defense is more important that extra Recharge.
Singularity has a lot of Resistance, so buffing that will make it a lot tougher. Use 4 Expediant Reinforcement maximizing damage and including the proc, plus a Sovereign Right Resist proc. In the last slot, you could put Acc/Dam, but if you can , consider a Dam/Mez Hami-O, as that will buff all of Singy's Mez powers. Or if you are going for Ranged Defense, go with 6 Expediant Reinforcement.
Skip Dimension Shift, Repel and probably IR.
5-6 Touch of the Nictus for Transfusion. 6 Efficacy Adapter in Transferance.
An Acc and maybe a Recharge in Siphon Power, an Acc and 1-3 Recharge in Siphon Speed. One common EndMod in Speed Boost. Fulcrum Shift gets 1-2 Acc, 1-3 Recharge.
Increase Density is a good place for a Steadfast -knockback. If going for Defense, you can also add a Steadfast +3 defense. (ID also adds Resistance, so you can use it on Singy.)
As for APP/PPP, there are a lot of options. -
Quicksand gets no benefit whatsoever from Accuracy or Damage. The Slow only affects movement speed. I understand you are going for the 2 IO bonus, but I would just throw a Recharge in Quicksand and that's it. That frees up a slot for somewhere else. If you really want more recovery, put that slot in Health for a Miracle proc.
Speed Boost only needs a single EndMod. I'd move a couple of slots to Transference to 6 slot that, then you will have some more free slots. You might even have spare slots for putting damage procs in a few places. -
Quote:I suggest you take a look at my Ill/Rad guide, linked in my sig. It has become one of the more popular guides on the forums. There is a TON of information, suggested builds (including leveling-up builds) and options. It also has a lot of strategy hints on how to make better use of the powers.Thanks for the help Necrotech. I think im gonna make a Ill/Rad hopefully they change poison a little more to make the DeBuffs decent and then I will reroll. Not sure when that will be.
One of the reasons Rad is such a good secondary for Illusion is the Recharge buff in Accelerate Metabolism. Poison doesn't have a self-recharge buff. Time also has a self-recharge buff, but you don't get it until level 38. Other good combinations with Illusion are Dark, Cold, Storm and Trick Arrow. However, none of those have the recharge buff.
Actually, Illusion works well with all secondaries, but the combos above have the best synergy (in my opinion). -
Saw it yesterday . . . I thought it was entertaining but had a ton of plot holes. The part I liked best was what others have mentioned -- finally we get a wise-cracking Spidey! I also liked the more serious overall tone. It was less "cartoony" than the Raime films but still had some touches of humor. I liked Gwen, but thought there were some odd things about their relationship. Certainly better than the whiney/emo pair of Tobey and Kirsten.
There were some changes to the Origin that really were not needed . . . but I really didn't miss "the line." I always thought that "the line" didn't fit since Uncle Ben didn't know that Peter had developed powers. There was a hand-wave acknowledgement that one part of the origin story was being changed that I thought was pretty lame -- where he got his costume idea. (Trying to stay spoiler-free here.)
Overall, I think I liked Raime's Spider-man 1 & 2 better, but 1 was only better because it was the first time seeing a live-action Spider-man look good. Raime's #1 followed the origin story better, but there were a lot of things that Webb's #1 did better, too.
However, with some better writing, I can see Webb's #2 and more being better than Raime's films were. I think Garfield is more fun to see as Parker and Spidey. -
I would say, "Yes, there is something you are overlooking."
Namely, two of your important control powers, Quicksand and Earthquake. Yeah, its nice to have softcapped defenses and all, but you are a controller, not a scrapper. Earth has three main AoE controls, and you skipped one of them, Earthquake. And Quicksand provides a kind of back-up control for all three of the AoE controls and can be very useful on its own. Plus, Quicksand provides a huge 25% autohit Defense Debuff. OK if you want to skip Stone Prison and Salt Crystals, but Quicksand and Earthquake should not be skipped.
You might want to take a look at my Earth/Rad guide, linked in my sig, to see the value of those two powers.
In all fairness, I have to say that I feel that Controllers need to control first and only work on defense when they can do their main job. Some folks feel that Defense is "all that," and being able to actually do stuff like control is less important. -
Any and all "deep doodoo" for Cersei is a good thing. Yes, she is one of the main antagonists in the series, but I would love to see her have a very unpleasent death sooner rather than later. I find her very annoying.