Local_Man

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  1. Do you NEED Hasten? No. Is it worth a power pick and a slot or two? I say yes.

    Hasten will help your most important powers on long recharges come back faster -- especially Seeds and Creepers. Hasten will also let your characters spam Roots faster, which is key to your damage. Hasten+AM gives you 100% Recharge. 3xAM gives you 3X30% = 90% Recharge. Hasten+3xAM will be 160%. Hasten adds a significan boost even with 3 AMs. Now if you were on a full team of */Rads, then 8x30% from 8 AMs would mean that Hasten would have a minimal benefit, but only as long as you were all together.
  2. I actually have NOT updated the drivers . . . I tried to a couple of months ago, and it caused the system to crash. So I dumped the new driver and let Windows find a driver . . . it loaded the old one and didn't seem to have any problems since then (except CoH says I need to update my drivers).

    My OS is Vista Home. I hate updating the OS on an old computer -- done it several times over the years and I have always had a problem. I just wait until I get a new machine to get a new OS.

    Tried running it again tonight. First I opened up the case and used some compressed air to blow out dust, then tried running it. Booted up OK, but was slow loading virus updates. Finally finished booting and updating after about 10 min. I checked out a web site and was watching some video clips when the screen did the same trick . . . monitor goes to sleep, keyboard won't change status . . . but I could continue to hear the sound of the video clip for another minute after the screen went black. (The clip ended.) From when I turned on the CPU to when the screen went black, it took 25 min.

    I haven't tried switching to the on-board graphics on the motherboard yet. It just takes so long to try each thing and then re-boot.

    It did not seem to be hot . . . I keep this tower on top of a table and not on the floor, and it has a fair amount of air around it.
  3. Local_Man

    smoke is broken

    Quote:
    Originally Posted by Kitsune Knight View Post
    If you sit in the same spot with WoC off without being aggroed, then turn it on and they start aggroing you after a bit, definitely should report that, because that wouldn't be WAI.
    I'm 100% sure that Contagious Confusion does NOT cause aggro when placed in Illusion's Deceive or Mind's Confuse. I use this proc a ton in all four of my level 50 Illusion controllers.

    And to the OP: I learned the hard way that putting a damage-causing proc in a non-aggro power is a mistake, when I put the Malaise Chance for Damage proc in Deceive shortly after IO sets came out . . . It turned the No-Aggro power into an aggro power.
  4. First, if you are fairly new to the game and this is your first controller, you may want to reconsider much of this build . . . just because the IOs are available in Mids does not mean that they are easy to get. You have included a lot of Rare purple sets and several ultra-rare PvP sets in this build. Do you have an idea how expensive those sets are? Most of the folks with those kinds of sets have been playing the game for a long time and/or spend a lot of time "farming" for huge amounts of influence to buy them at the market. I've been around since Dec. 2004 and I don't have a single build nearly as expensive as the one you posted.

    But having said that, this build seems to do a decent job at slotting the most important powers.

    But, assuming you are going forward with that build, a couple of points: I view Dominate, Mesmerize and Levitate as the single target attack chain for Mind control. I like to slot Dominate with a combo of Acc, Hold, Rech and Damage, while Mez and Lev get slotted with pure damage. Dom-Mez-Lev is the way I take down targets. Dom-Mez-Lev has a couple of good reasons to use it in that order. The goal is to set up Containment for Levitate. Hold is better than sleep, but if you miss with Dom, then Mez will still set up Containment for Lev (but if you did Mez-Dom, Dominate would wake up the foe). Also, if you are going after a boss, Dom won't hold most of the time, but Mez will with one shot. Then Lev throws the foe up in the air while you get a chance to stack Dom again to get the boss held.

    The Chance for Hold in Levitate will have minimal benefits if you use the Dom-Mez-Lev chain since most foes will already be held.

    For Dominate, 4 Baz Gaze are good. Then an Acc/Dam and pure Damage. At level 50, a good choice is an Acc/Dam Hami-O and a common Damage IO.

    Mesmerize gets 5 Decimation if you are looking for Recharge. I wouldn't bother with the Call of the Sandman -- You could put Sleep in the last slot if you have a spare slot, but it already recharges faster than the sleep runs out.

    If you are going to use the Fortunata Hypnosis in Mass Hypnosis, which is good if you can, then put a 5th slot in it for the 10% Recharge. The Fortunata set is the cheapest of the purple sets, so by doing that, you can skip the purple set in one of your other powers. The Damage ones are most expensive.
  5. Thanks for the suggestion. Hmm. I haven't checked for dust build-up, and that may be an issue. This is the second 9800 GT card I have had in this computer. Fortunately, the first was covered by a warranty. That warranty/service contract may have expired by now.

    The main reason I didn't think it was heat was that it would have the same issues even if the computer had been turned off for a while. It takes about 30-60 min for it repeat the same behaviour, though, so heat could certainly build up in that time.
  6. I was hoping some of the genius folks on this board can give me a clue on what is going on with my computer. I have an older Gateway machine with an AMD Phenom 9500 Quad-core processer running Vista Home Premium. The graphics board is a Nvidia GeForce 9800GT. My keyboard is a Merc Stealth (it has lit-up keys and game controls).

    It seems to run fine for a while, and then suddenly the monitor shows "Monitor going to sleep" and the screen goes blank (just as if I had turned off the power to the computer but left it going for the monitor). The monitor has a power light on showing that it is still getting power, but no signal -- the power button glows orange. Additionally, and this is the odd part, the keyboard stays lit, but when I press on the Num Lock or Caps Lock key, the light does not go on or off . . . it just stays at the same status as it was before (it has little red lights to show status).

    I can't see anything to tell if the mouse or anthing else is working. The only way to change this that I have found is to hard-boot the computer. It boots up pretty slowly (the kids have loaded a lot of junk on this computer over the years). Sometimes when I do that and let it start up on its own, I come back 30 min or an hour later to find that the computer again has a black screen. Other times, my daughter or I may be in the middle of a CoH session when the screen goes black.

    It started this behavior two weeks ago, went on for a couple of days and then stopped. It worked fine for almost two weeks, but just started this up again this weekend. I ran Malwarebytes and have a subscription to Trend Micro Antivirus running on the machine.

    The machine is old enough where it probably should be replaced soon, but I really don't want to spend that quite yet. And I don't want to spend the time setting up a new machine . . . it takes a lot of hours I don't want to spend right now.

    At first I thought it might be the graphics board until I realized that the keyboard was being affected. I thought it might be a virus, but haven't found anything. Any ideas?
  7. It would be fun . . . but I will likely have to play taxi driver for various kid activities.
  8. Quote:
    Originally Posted by Irish Fury View Post
    I just finished a build for my Willpower tank that has me softcapped to S/L/E/N/F/C but is somewhat lacking in positional defense, which led me to the question: Which is better to pursure the soft cap on, positional or typed defense?
    In the absence of other considerations, postional defense will protect you from Toxic and Psi damage, while it is very hard to find a lot of Toxic typed defense and somewhat less difficult to get defense to Psi damage.

    However, most characters have either postional or typed defense available to them in their Primary, Secondary, APP or PPP set, so it is generally better to go for whichever kind of defense you can build on. There is no need at all to try to add positional defense to a character softcapped to typed damage or vice-versa.

    Your Willpower tank has some typed defense, so it is better to build on typed defense. If you are softcapped to typed defense, then positional defense will only help for very, very few situations (toxic or untyped damage).
  9. The short version:

    1. Slot Roots for Damage.
    2. Slot Strangler for damage, but you can have some Hold in there, too. (4 Baz Gaze with the last two slots for a lot of damage and some Acc is good -- like an Acc/Dam and a common Damage in the last two slots.)
    3. Get as much Global Recharge as you can, to be able to keep spamming Roots for more damage and have Seeds and Creepers up as much as possible.
  10. I have a Love/Hate relationship with Knockback. It really depends on the character and the circumstances. I mostly play my Energy/Energy Blaster, my Grav/Storm and Ill/Storm controllers solo. I love the knockback of Martial Art's Crane Kick even though it means that I have to go chase down my target.

    On the other hand, I was playing my Broadsword/Shield scrapper last night . . . on a team with 2 Stormies (both were using Tornado a lot) and a Bonfire-happy Fire/Rad. I was really frustrated with setting up to slice-n-dice a foe, pulling out my sword only to see the foe go flying back before I could get a hit in. Every time I move the smallest amount on that character, he has to pull out the blankety-blank sword again. And I barely ever got to gather up groups to saturate AAO and smack them with Shield Charge -- everything was constantly being spread all over the place.

    From a looks standpoint, Knockback is fun and very super-hero-ey. From a strategic point of view, especially for any character who relies upon AoE controls, debuffs or damage, poorly played knockback can be a nightmare.
  11. I've been in this game for over 6 years. Two of my kids play on occastion, an 11 year old boy and a 14 year old girl. I keep an eye on what they are doing . . . and we have the kind of relationship where they will tell me what is going on. (The daughter likes to spend most of her time making costumes and then standing around in Altas chatting rather than actually doing anything . . . )

    Neither of them play on Freedom. I keep them to lower population servers, and will often team up with them myself. (We have two accounts.) We have been fortunate to not have run into any kind of jerk such as the one you described . . . a few mild incidents, but nothing close to what you described.

    I find that the huge majority of the CoH population to be nice, considerate and tolerant, especially when they discovery the player is a kid. (A couple of times when my 11 year old has been on a team, I jumped on his character to advise the team that he was 10 or 11 so I would appreciate consideration of his age in use of language, etc, and the team has always complied.)
  12. The Numina in Hibernate will only work when you activate Hibernate and for 120 seconds after you have used it. Hibernate should have a common Recharge. The Numina proc should be in Health. I would probably drop the Acc or the Damage Proc in Spectral Terror to put the Numina proc in Health.

    The purple set for Pets is fairly cheap for purples -- since the pet set does not provide a Recharge bonus, it is one of the less expensive sets. You should be able to get those two for a pretty reasonable cost, especially if you make a bid and let it sit for a while. I checked the market and it looks like the price for the Dam/Rech is 35-60 mil, while the Chance for Build Up proc is 25-30 mil. (Earn just one Luck of the Gambler Recharge with 2 Hero Merits, and you can sell it for 120 mil or more.)
  13. Quote:
    Originally Posted by PuceNonagon View Post
    That movie wasn't great, but I don't think it was nearly a bad as everyone makes it out to be. It has become chic to pan it, regardless. The sad thing is that the material, Daredevil in general and the Miller/Bullseye/Elektra thread specifically, was so amazingly good that the film can only disappoint.

    I'll give any Daredevil movie an honest chance.

    I agree . . . and the director's cut is a bit better than the theatrical release. I was never a Daredevil fan, but I enjoyed the film as a popcorn type of movie -- certainly not great, but overall enjoyable. Michael Clark Duncan as Kingpin? I didn't mind the race change because I really like MCD and never thought that Kingpin's race was important.

    The playground fight was a bit silly, however.

    I would look forward to a new version and would plan to see it unless it got bad reviews.
  14. If you find making NPC's fight each other to be fun . . . use a lot of confuse powers. My Ill/Rad frequently confuses guys on the street when we're standing around, just for the heck of it. And confusing an AV so that he/she/it wipes out all the minions in the area is always fun. Sure, we may miss out on a little XP or Infl, but the fun is worth it.
  15. Quote:
    Originally Posted by Bullet Priest View Post
    My build must be really bad because no one can help me lol.

    I think it is more likely that you have posted your build in an almost unreadable color, and the datalink doesn't work, and you did not post the data chunk. I looked at your first post and thought, "I don't want to bother trying to read that," and skipped over it.

    Plus, you are asking for help on something that few people do with their Fire/Rads. I've never tried to solo a Giant Monster with my Fire/Rad. Mine is a teaming build made at a moderate cost, rather than an outragiously expensive build with tons of purple sets. I would disagree with a lot of your slotting, but my focus is not the same as yours.
  16. Quote:
    Originally Posted by SlaveDawg View Post
    If I put a -KB in fly would I need to have fly on to get the benefit, turn it on and off to refresh it, or is it universal? At least with Combat Jumping I know I will have that on all the time and benefiting from it. I will have to consider it because it is a good idea, I just don't know if I want to be turning fly on and off all time just to refresh it.

    As for Blind, again a great idea. I will add that to my possible build. I may even burn a respec on one of my other characters that currently has over 20 HO's on an alternate build to get the HO (since he is no longer using any of them on his current build).

    I just need to try and keep the costs within my budget, but all the options make for a better build overall and I appreciate the help.

    And to think I was happy with my original build idea... lol. It just keeps getting better. I am even more excited now to get to level 50 (I hit 42 the other day).
    The -Knockback is on all the time, whether or not you have Fly toggled, as explained on this page of ParagonWiki.

    MinMax did have a valid point that if you can afford it, putting the Absolute Amazement set in Thunderclap will give you some additional options. It would free up a "6.25% Recharge" slot for another set of IOs. There are a bunch of little improvements that could be done with this build, but whether they are worth the expense is up to you. For example, if you can fit two slots into Spectral Wounds, you could slot it with a 5 from the Decimation set including the Chance for Build Up, and put a Acc/Dam Hami-O in the last slot. That would not only cap damage in Spectral Wounds, but would give you a lot of chances for the Build Up proc to hit since the attack chain can be Blind-SW-Blast-SW. This would probably result in more overall damage than many of the damage procs you have. (In fact, I'd rather have that Decimation set in SW than Psi Blast for that reason.)

    Another question: How often do you really need the Mez protection from Indomidible Will? With Perma PA, they should be drawing most of the aggro. You could choose the Ice APP instead, with the fast Ice Blast, a DEFENSE based Smash/Lethal shield, Hibernate as a great Panic Button power (that lets you recover both health and endurance and only needs a single slot) and either Frost Breath or Ice Storm for your AoE (I prefer Frost Breath, as it recharges faster).

    It does appear, however, that you may have some endurance issues. (I don't have Leadership on my Ill/Storm and have more slots dedicated to Recovery, and I still have endurance issues. All of my other */Storm characters went with the Cardiac Alpha tree due to endurance issues.) You probably want to plan to put an extra slot in Health for a Numina Regen/Recov proc (you can earn it with Hero Merits if you are concerned about the cost), and maybe even an extra slot in Stamina.
  17. Quote:
    Originally Posted by MinimusMaximus View Post
    Interesting build and does a lot on a budget. However you have 7 7.5% modifiers and you can't get any benefit from more than five of the same percentage for the same effect. Your global recharge is actually going to be 167.5 as you have it laid out.

    Other than Decieve, Thunderclap is probably the cheapest 10% you can pick up. Then you can put one more slot in Posi in your Psychic Tornado to get back the 6.25 you would have dropped. You'll net out at 177.75. Hasten is perma at 170% without having to rely on the spiritual alpha, so if you go this route then you have some choices while keeping your recharge high.

    Someone should double check my math, pretty tired and it's late but here's the breakdown:

    I propose -
    10 World of Confusion
    10 Thunderclap
    7.5 Blind
    7.5 Flash
    7.5 Steamy Mist
    7.5 Combat Jumping
    7.5 Manuvers
    6.25 Phantom Army
    6.25 Phantasm
    6.25 Decieve
    6.25 Tornado
    6.25 Psychic Tornado
    5 Hurricane
    5 Tactics
    3.75 Freezing Rain
    + 70.00 Hasten (177.75 Total)
    vs.
    10 World of Confusion
    7.5 Blind
    7.5 Flash
    7.5 Steamy Mist
    7.5 Combat Jumping
    7.5 Manuvers
    *7.5 Indom Will
    *7.5 Hover
    6.25 Phantom Army
    6.25 Phantasm
    6.25 Decieve
    6.25 Thunderclap
    6.25 Tornado
    5 Hurricane
    5 Tactics
    3.75 Freezing Rain
    + 70.00 Hasten (167.5 Total)
    * extra 7.5 modifiers

    The 7.5% Recharge from the Basilisk Gaze set is counted separately from the 7.5% Global Recharge from the Luck of the Gambler single IO. So you can actually have 5 LotG Recharge AND 5 sets with 7.5% Recharge. The game looks at the name of the bonus to determine if they are the same rather than the number, and those two bonuses have different names.

    My Illusion/Rad guide explains it.
  18. Quote:
    Originally Posted by Dr_Occult View Post
    Wow, guess I was totally missing the boat on that. Thanks for the info!
    In most powersets the Sleep power is skippable, but for Electric Control this is an essential power. Static Field is a PULSING Sleep area, so even if the foes are woken up, they go back to sleep in a very short time. Plus, it provides a nice Recovery boost for you and any teammate standing in the Field, which makes it wonderful to use during battle even if the foes are being clobbered so they don't go back to sleep.

    Most of the time, Static Field is your best opening attack, although the chaining Confuse is pretty good, too. Static Field, Jolting Chain and Chain Fences (to keep them all in place while they get up). Unlike most AoE Immobs, Chain Fences is NOT Damage Over Time, so it will not disrupt Static Field once it has been applied. It also does not prevent knockdown, so you can use Jolting Chain.
  19. Want to free up one more slot? put a Zephyr -Knockback in Fly (The Flightspeed does nothing -- default flight is at capped speed), and then you can take the Karma -Knockback out of Combat Jumping. That would give you a slot for a Numina Recovery/Regen proc in Health or a third slot in Stamina.

    Another small improvement: In Blind, change one of the Damage to an Acc/Dam Hami-O. Better Accuracy with almost no loss in damage in the power that you use to set up Containment.
  20. I can understand some disappointment that you may be losing your unique global name, but the overall benefits from this change are huge. You get lots more people able to go onto the servers you use, and you get access to all of the North American servers.

    I'm sure the Devs had to make a choice to resolve those name conflicts that arise. Frankly, I think the solution they came to was a reasonable one. And because your global will show that you are in Europe, players will be understand that you are in different time zones than the North American servers.
  21. I have a couple of other quick suggestions:

    Move the purple Confuse set to Deceive, and replace the pure confuse with the Contagious Confusion proc. It turns Deceive into a kind of Mass Confusion where it can hit two or more additional foes 1/3 of the time.

    World of Confusion stinks. Replace it with Psi Blast and put 5 Decimations in there. Same Recharge as the Malaise set and a much more useful power. You can then have an attack chain of Blind-SW-Blast-SW. Another nice thing about this is that you could easily skip Air Sup once you have that Blast. You could replace Air Sup with Group Invis as another spot for a LotG Recharge in the default slot and save one slot from one of your other powers. That would give you a net gain of two slots.

    In place of the Damage and Recharge in Phantom Army, use the Dam/Rech and Chance for Build Up from Soulbound Alleagence. You get capped Damage and Recharge, a frequent Build up for all your pets and a nice Regen bonus.

    Fly is now at Flightspeed cap with no enhancement whatsoever. All you need in Fly is a single EndRdx. Or you could put a Stealth there, so that with Steamy Mist, you have full invis. And you gain one more slot.

    I don't have access to Mid's right now, but I counted only 4 sets with 6.25% Recharge. Add one more slot into Spectral Wounds for Decimation for a 5th. Or another Posi Blast in Psi Tornado.

    Those additional 3 slots could be used in a lot of places -- one option might be to add them to Spectral Terror and slot an Unspeakable Terror set for 5% Recharge.

    If you have high enough global recharge, you may be able to drop the third Recharge out of Hasten.
  22. I think this build needs some focus. What are you trying to accomplish? What is your playstyle? If you are going for Defense, then focus on Defense. If you are going for Recharge, then focus on that.

    In general, a Kinetics secondary means that you can get a lot of recharge from Siphon Speed if you stack it. You have a good heal power . . . if it hits. You have tons of endurance from Transference . . . if it hits.

    Gravity is a set with good single target damage and weakish AoE control. I rely upon Singularity to be my tank while I clobber individual foes. Where the sets come together is to really buff that single target damage.

    Your build skips both of the single target damage powers, Lift and Propel. Propel hits HARD with Containment, but takes a long time to do it -- so it is better solo and against tougher targets. Lift is kind of weakish damage, but it is faster and provides knockdown, so it is better on teams. I prefer Propel, because throwing stuff is cool, but at least one of them should be included. (I also mostly solo my Grav controller.)

    I view Crush as a damage power that happens to Immobilize. If you are really going for ranged Defense, then slot it with a Thunderstrike set. It is cheap and provides a lot of Ranged Defense.

    Transfusion: They made those Accurate Healing sets for a reason . . . powers like Transfusion need Accuracy. You want it to HIT, but it will still miss just when you need it the most. That +End proc? . . . not needed if you have Transference. I like the Nictus set.

    Grav. Dist.: My single target attack chain is GD-Crush-Propel. That makes it likely that I will have Containment before Propel hits. Slotting Lockdown is good if you are going for Ranged Defense. You could even put another Thunderstrike set here, too, which might be better if you solo. Otherwise, I prefer to get some damage and Hold in this power. If you want Recharge, then 4 Baz Gaze and then some acc/Dam and Damage.

    Siphon Power: Acc in Default slot, then a Recharge if you can. It helps stacking.

    Crushing Field: Enfeebled Operation has Melee and S/L defense. Are you focusing on those, too? If not, putting the Grav Anchor purple set would be better here, especially the Chance for Hold proc. Or some damage procs after getting enough Accuracy and EndRdx.

    Siphon Speed: You want to be able to stack this, and you want it to HIT. 1-2 Acc, 2-3 Recharge.

    Propel or Lift: They can also be slotted with Thunderstrike if you are going for Ranged Defense. Or Decimation or Entropic Chaos if you are going for Recharge.



    Maneuvers: 6 slots is a lot to devote to this power unless you are clearly going for a lot of Defense, as Red Fortune gets that added Ranged Defense.

    I dislike IR . . . I would much rather have Super Jump or some other travel power that I don't have to re-cast over and over again. IR always seems to run out at just the wrong time.

    Invisibility: Super Speed with a Celerity Stealth IO will give you invisibility in a single power, plus a travel power (so you can skip IR or SJ). Vertical issues aren't a problem since you can have a Raptor Pack which flies at Flight Speed cap. I see very few good reasons to take the Invisibility pool.
  23. Local_Man

    Elec/Kin Builds?

    Quote:
    Originally Posted by Fickle View Post
    I could not find an electric guide and I also cannot find an elec/kin recent build. I was wondering if anyone has an elec/kin build put by they wouldn't mind sharing.

    Thanks very much
    Fickle
    Electric Control is the newest of the Control sets, and nobody has yet drafted up a guide for it. Also, it has not been added to City of Data, so getting the details on each of the powers takes a bit more work.
  24. Quote:
    Originally Posted by Helluva_Goon View Post
    Local man, how you doing bud? I have a question to ask. After reading your very comprehensive feedback on the synergies between elec/rad, that alone encouraged to make one ... so did just that and it is level 47. Now the question. Is this a toon that needs defense, soft-capped defense? Or is it much like the ill/rad (that has very strong aggro holders from PA) and don't require much defense? What would you do to make this a very efficient build particularly for solo and then somewhat team support? And if NO defense is not necessary would you go the IW route of Psionic Mastery?

    I think this would be an extremely humuliating AT which I aim it to be.

    This is what I came up with which is also my very first atempt to build this AT type on mids. What do you thiink on this also?

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Goonos Surge: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:

    Level 1: Tesla Cage
    • (A) Accuracy/Hold
    • (43) Accuracy/Recharge
    • (43) Recharge/Hold
    • (48) Endurance/Recharge/Hold
    Level 1: Radiant Aura
    • (A) Endurance/Recharge
    • (34) Heal/Recharge
    • (37) Heal/Endurance/Recharge
    • (37) Heal
    • (40) Recharge
    Level 2: Chain Fences
    • (A) Damage/Endurance
    • (11) Damage/Recharge
    • (15) Damage/Range
    • (40) Accuracy/Damage/Endurance
    • (46) Chance of Damage(Energy)
    Level 4: Accelerate Metabolism
    • (A) EndMod
    • (5) EndMod/Recharge
    • (5) EndMod/Accuracy/Recharge
    • (7) Accuracy/Recharge
    • (9) EndMod/Accuracy
    • (15) EndMod/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Conductive Aura
    • (A) Chance for +End
    • (9) EndMod
    Level 10: Enervating Field
    • (A) Endurance Reduction IO
    • (11) Endurance Reduction IO
    Level 12: Combat Jumping
    • (A) Defense/Endurance
    • (13) Defense
    • (13) Recharge Speed
    Level 14: Super Speed
    • (A) Endurance Reduction IO
    Level 16: Static Field
    • (A) Sleep/Recharge
    • (17) Accuracy/Sleep/Recharge
    • (17) Accuracy/Recharge
    • (19) Sleep/Endurance
    • (19) Chance for Placate
    Level 18: Super Jump
    • (A) Knockback Reduction (4 points)
    Level 20: Lingering Radiation
    • (A) Endurance/Recharge/Slow
    • (21) Endurance/Recharge/Slow
    • (21) Endurance/Recharge/Slow
    Level 22: Boxing
    • (A) Accuracy/Damage
    • (23) Damage/Endurance
    • (23) Damage/Recharge
    • (43) Knockdown Bonus
    Level 24: Tough
    • (A) Resistance/Endurance
    • (25) Resistance/Endurance/Recharge
    • (25) Resistance
    • (40) Endurance
    Level 26: Radiation Infection
    • (A) HamiO:Enzyme Exposure
    • (27) HamiO:Enzyme Exposure
    • (27) HamiO:Enzyme Exposure
    Level 28: Weave
    • (A) Defense/Endurance
    • (29) Defense
    • (29) Recharge Speed
    Level 30: Choking Cloud
    • (A) Chance for +2 Mag Hold
    • (31) Accuracy/Hold
    • (31) Accuracy/Recharge
    • (31) Recharge/Hold
    • (34) Endurance/Recharge/Hold
    • (34) HamiO:Endoplasm Exposure
    Level 32: Gremlins
    • (A) Accuracy/Damage
    • (33) Damage/Endurance
    • (33) Accuracy/Damage/Recharge
    • (33) Accuracy/Recharge
    Level 35: Synaptic Overload
    • (A) Confused/Recharge
    • (36) Accuracy/Confused/Recharge
    • (36) Accuracy/Recharge
    • (36) Confused/Endurance
    • (37) Contagious Confusion
    Level 38: Jolting Chain
    • (A) Accuracy/Damage
    • (39) Damage/Endurance
    • (39) Damage/Recharge
    • (39) Accuracy/Damage/Recharge
    Level 41: Mental Blast
    • (A) Accuracy/Damage
    • (42) Damage/Endurance
    • (42) Damage/Recharge
    • (42) Accuracy/Damage/Recharge
    Level 44: Mind Over Body
    • (A) Resistance/Endurance
    • (45) Resistance/Endurance/Recharge
    • (45) Resistance
    • (45) Endurance
    • (46) Resistance/+Def 3%
    Level 47: Indomitable Will
    • (A) Defense/Recharge
    • (48) Defense
    • (48) Recharge Speed
    Level 49: EM Pulse
    • (A) Accuracy/Hold
    • (50) Accuracy/Recharge
    • (50) Recharge/Hold
    • (50) Endurance/Recharge/Hold
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Containment

    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run

    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) +Recovery
    • (46) +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) EndMod
    • (3) EndMod/Recharge
    • (3) Chance for +End

    [*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]9.25% Defense(Smashing)[*]9.25% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]13% Defense(Energy)[*]13% Defense(Negative)[*]3% Defense(Psionic)[*]6.125% Defense(Melee)[*]8% Defense(Ranged)[*]3% Defense(AoE)[*]4% Enhancement(Heal)[*]4% Enhancement(Confused)[*]87.5% Enhancement(RechargeTime)[*]24% Enhancement(Accuracy)[*]10% FlySpeed[*]125.9 HP (12.38%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 7.45%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 4.7%[*]18% (0.301 End/sec) Recovery[*]64% (2.717 HP/sec) Regeneration[*]5.355% Resistance(Fire)[*]5.355% Resistance(Cold)[*]10% RunSpeed[/list]


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    Thanx in advance!
    I don't have access to Mids right now, and the way you posted the build doesn't show the sets, so its kind of hard for me to comment.

    Whether you need Defense or not depends heavily on your playstyle. My initial build for my Elec/Rad has been purely a team build . . . I rely upon the Tank or scrappers to draw aggro, then generally throw out my controls to let everyone mop up the groups. I usually let the tank run in, gather a little aggro, and then throw out Static Field when the foes are gathering. I run in with Choking Cloud/Conductive Aura and hit either Chain Fences or Jolting Chain (or both) for that layered control. I haven't bothered with Defense as I tend to stay out of trouble until teammates are drawing the aggro, at which point my controls can handle any aggro I get -- and my heal helps.

    Solo . . . I find it kind of frustrating because the Gremlins really should do more damage and be more durable.

    The Psi APP is appealing for any controller who can actually use Choking Cloud -- it prevents dropping that toggle most of the time. Psi Tornado is pretty good damage. However, if I was going for a high Defense build, I'd probably lean towards Earth for an Elec/Rad. (Unless you can't stand the look of the Stone Armor, in which case go with Ice.) You are in melee generally, so the short range of Fissure should be fine. Seismic Smash is pretty sweet for a melee attack, as it combines a hard hit with a hold.
  25. It appears that the damage from Electric Control is Energy damage, so it should be able to light Oil Slick: any energy or Fire damage should light it. Electric Fence, Tesla Cage, Chain Fences, Jolting Chain and the Gremlins should be able to light Oil Slick.