Local_Man

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  1. My first tank was Invuln/Battle Axe, who was my first tank to 50. I'm working on a Shield/SS, who is in the 40's but I wouldn't say I'm an expert on Super Strength.

    In terms of overall damage? Super Strength may be preferred due to Rage, but Axe is a fun set . . . with three AoE options vs. one for SS. Whirling Axe is 360 degrees, Penduluum is 180 degrees, and then Cleave is one of those narrow cones that hits hard, but you have to line up foes pretty tightly to get more than one, similar to Dark Melee's Shadow Maul or Broadsword's Headsplitter. Do not underestimate the benefits of Knockdown/Knock up in every attack . . . jumping into a crowd and hitting Whirling Axe-Penduluum will result in a bunch of foes on their butts after two satisfying "SCRUNCH" attacks. Then you get knockdown or knockup chances on all the single target attacks, too. And you don't have to wait until level 38 for your only AoE attack.

    Lethal is more resisted than Smashing, and SS may have more damage overall, but Battle Axe is still a fun set. And you get to hit your foes with a frickin' AXE.
  2. Quote:
    Originally Posted by Deathstroke33 View Post
    Thanks a lot for all the ideas. I'm really liking the idea of trying /TA. For far too long I've stayed away from TA because it has such a bad reputation (or has had, I haven't read much about it for a while). Mind/TA does seem like it might be a fun combo.
    I have an Illusion/TA at 50. In my opinion, Illusion is the best primary for TA . . . even if TA isn't the best secondary for Illusion. Phantom Army let you stay back and fire your debuff arrows at your leisure. TA has fairly high -Resistance (30% from the combination of Dispersion Arrow and Acid Arrow), which help PA do more damage. And if you are not at Perma PA, Oil Slick Arrow (with Fireball to light it from the APP) is great to fill the gap while waiting for PA to recharge.\

    Whatever your primary, make sure you choose either Magic or Tech as your Origin . . . those origin powers will light the Oil Slick. Otherwise, you will have to wait until the APP powers to light it, or rely upon a teammate or get lucky and have Phanty target it.
  3. While the -Recharge is resisted by AVs, the overall effect of Snow Storm is great for large groups of foes. If you run the ITF, Snow Storm is one of the most effective control powers on that TF due to the "shout" that causes them to resist most other kinds of control . . . but not slow or -Recharge.

    I view Snow Storm as a kind of AoE control with -Recharge, -Runspeed and -Fly. Illusion is lacking enough in AoE Control that I feel Snow Storm is worthwhile on my Ill/Cold. But then, I have Flash, too. I don't have Leadership or Frostwork.
  4. Quote:
    Originally Posted by Deathstroke33 View Post
    My friend and I want to make a controller-dominator team. He went with electric control (I'm not sure on his secondary, might be electric). I've only made 1 controller, an ill/rad. Kin is one of my favorite power set but I've made quite a few Kin builds so I would like to make something different. Other than the 1 controller I made, I'm really a pretty massive noob when it comes to the AT.

    Clearly we need something that has enough holds to keep the two of us safe, we're kinda squishy. Would we be better off with us both being doms for the added damage? Or is there something I can go with that has the damage output necessary in the controller AT?

    Thanks
    You have a lot of options. Mind, Illusion and Gravity all have decent single target damage, and Fire and Plant have AoE damage. It seems to me that a Plant/Storm might fit the bill. Plant has decent AoE damage, and then Storm adds more in higher levels. Another interesting choice might be either Ill/TA or Plant/TA. Or you could go with Fire/Rad, if you want some team healing and a buff. Or Ill/Cold, but that is pretty late blooming.

    Although it is lacking in damage, stacking an Elec Dom with an Elec controller provides amazing endurance drain.
  5. Local_Man

    a quick question

    Quote:
    Originally Posted by AR13S View Post
    i've got an ice/emp and i was wondering what alpha to slot. which one should i go with?

    I would say Spiritual since Recovery Aura takes care of most of your endurance issues. You want those buffs and controls up as much as possible.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    Glad that was helpful. Here is a more specific breakdown. It may be information overload, but it may help you understand more about how these powers work.:



    Containment is a Controller's ability to do double damage. You can do this with most attacks against any enemy that is Slept, Held, Stunned, or Immobilized. Without Containment, most Controller attacks are not very damaging (I think actually the lowest damage in the game). With it, you essentially get the equivalent of a Critical Hit every attack. Bonus damage, -Resistance, and anything else that increase your attack strength also increase this damage, but damage procs do not.

    Note that even with Containment you are not necessarily doing huge amounts of damage (tho a small few Controller combos can). That's mainly because you don't usually get a whole lot of AoEs to throw at enemies. But the damage per attack is pretty decent. So you can buff, debuff, attack, buff, debuff, attack, and put out better numbers than you'd expect, because each attack is basically doing twice what it normally would, and even the buffs and debuffs are doubled.

    Mind Control traditionally has some trouble establishing Containment, where Fire Control traditionally does not. That's because Mind lacks easy access to an immobilize power. Mind relies a lot on Sleep powers instead, which means Containment breaks on the second hit. (The second hit and not the first, because if you are in the know, you queue two attacks back to back, and get Containment for both, even tho the first one technically breaks the sleep). The two main places this will affect you are when using AoEs and when fighting AVs (who typically lack immobilize protection).

    However, what you also need to know about Containment is that cage powers, of themselves, are not that great. They could be a lot worse, but essentially for most Control sets they take the place of what would be a very effective pet (in the case of Illusion) or an extra AoE control (in the case of Mind). So while Mind (and Illusion) both lack the immobilize powers, they pick up powers that shut enemies down. Which is "better" depends completely on the situation.

    To make things even more complicated, you benefit from Containment even if you are not the one who sets it. If you're a Mind Controller on a team and someone throws out cages, you actually do more damage per available tier of attack than a Dominator. And, depending on what your secondary is, possibly even MUCH more damage, due to your ability to buff your damage, debuff enemy resistance. The only thing is that, again, you are unlikely to have that many attacks at your disposal like the Dominator does, and definitely will not have a heavy hitting Tier 3 single target blast that many Dom sets get at level 38. Hopefully you are starting to see why this topic is so complicated.



    Overpower is a Controller's ability to get extra "free" magnitude on a power. Most standard mezzes are Mag 3. Controllers then get a 15% chance for an additional Mag 1 mezz to be layered on top of this. The reason you need to understand this is that bosses have Mag 3 protection. Mag 3 protection versus Mag 3 mezz means the mezz doesn't land (it doesn't vanish tho--it's still there, and can be stacked with other powers/a recast of the same power). If you roll the 15% chance, you mezz the boss on the first cast. If you've ever worked with a "Chance to Hold" proc, the idea is basically the same.

    All of the mezzes in Fire Control are Mag 3 with a 15% overpower chance. Mind Control, however, is weird. Mesmerize is actually Mag 3.5. This will sleep a standard boss in one shot, and even some Elite Bosses and AVs. Mass Hypnosis, meanwhile, is Mag 3 with a 50% chance for extra Mag. This will sleep bosses on the first shot 50% of the time. Moreover, it's also aggro-free, so if you have not yet attacked the group and need to do it, you can wait for the power to recharge and cast again. At high levels a basic build would have the power at about a 22 second recharge, power builds at around 12 or 13.

    There is something very important about Overpower you should understand. The Overpower mezz has a shorter duration than the "main" mag 3 mezz. So if you throw an AoE at a group, and the boss gets Overpowered, if you watch and wait for them to break out of the mezz, you will see the boss break out first, followed by the others sometime later. That's because the Overpower mezz faded prior to the main one, and with them no longer stacking above Mag 3 protection, the boss is now protected.

    Unlike Domination, Overpower is completely random. You have no control over when it happens.



    Domination is a power available to Dominators that adds a 100% chance to proc a Mag 3 mezz to many (but not all) control powers. Unlike Overpower, Domination is an actual click power that you activate when ready to use it. However, before you can click it, you need to build up your "Domination bar" by using attacks. Domination lasts for 90 seconds each time it is clicked.

    Domination also a few other perks. Activating it instantly refills your endurance bar, and gives you mezz protection for the duration its active.

    Most Control sets can Dominate in their main powers, and 1 or 2 of their "mainline" control AoEs. In contrast Mind Control can Dominate in almost all of its powers. Whether this is as good as it sounds is debatable. All of the Dominator Control sets get huge advantages while in Dominator mode, even if they aren't immediately obvious. Fire, Electric, and Ice, for example, all get much needed mezz protection to run their PBAoE toggles unmolested. And any Dominator can one-shot hold a standard boss while in Domination mode.

    In any case, Mind Dominators are able to use Domination to stack confusion and sleep on archvillains without drawing their aggro. This can be very effective, even if its also somewhat unnecessary outside of some very specific end game content. The technique also does not appear to be particularly valuable in the newer Task Forces and upcoming raids. But if soloing is your gig, it may be better for you.

    Note that the in-game description of Domination claims it also "doubles the duration of most of your mezzes." This is not exactly correct. What it actually does is mimic Overpower, except with a 100% chance to proc a mag 3 mezz that is 50% longer than (rather than slightly shorter than) the main mezz. This basically means that like with Overpower, Dominated bosses will break out of the mezz faster than lieutenants and minions. The way it works out is that the bosses break out of the power at about the same time minions and lts would have if the cast had been made without Domination active.



    A perma-dom is a Dominator with a lot of global recharge bonuses, which allow him or her to "stack" Domination on itself. When you have enough recharge to do this, it means you are able to more less permanently stay in Domination mode most of the time. Basically, what happens is your Domination icon becomes active again when you are still running the previous Domination cycle. You are able to click it and instantly refill your endurance bar and reset the timer on Domination. In other words, perma-doms do not have to refill their Domination bar by attacking, it just stays at full and you get the benefits long term.

    However, perma-Dom is kind of a misnomer. You have to be vigilant enough to click the power every time it recharges. If you forget, and the previous cast expires, your bar crashes insantly to zero again and you have to rebuild it up again by attacking. You also lose your Dom bar if you die. You CAN maintain it outside of missions, but you have to remember to click the power constantly to keep resetting the cycle. At a minimum this is one click every minute and a half, but thats cutting it close. Remember: one missed click and it drops on you. (It has a special way of liking to do just after you aggro hordes of Rikti psi mages. ) This is also why enemies with -Recharge powers are the absolute bane of the Dominator AT.

    If your Dom bar does crash, all of your mezzes are mezz 3, and you have no extra mezz protection until you rebuild the bar, the power recharges, and you click the power again. It rebuilds very fast on full teams (after about 10 attacks) and quite a bit more slowly solo. A perma-dom on a full team can usually pop 10 attacks and hit Domination immediately, where a non-perma or someone debuffed out of perma may find himself with a refilled bar but the power not yet being recharged enough to click.

    As you level up, you will spend a good bit of time in the un-dom state, because perma-doms are very unusual prior to level 50. Even though Domination is a power, you cannot slot it directly. Only global bonuses from IOs or powers (e.g. Hasten) affect it. Characters who will never see IOs will never be perma-doms, so comparisons between Controllers and Dominators are that much more sticky. The good news that both ATs are awesome in their own right.
    Wow, Oedipus, this is outstanding. One small correction and an addition, however.

    Small correction: The standard "Overpower" chance is 20%, not 15%. It applies to all Controller Single Target Holds, and most other single target and AoE controls -- The main exceptions are that the AoE Immobilize powers (and Mind's Mass Hypnosis, which you noted) generally have a 50% chance to overpower, and any power that activates through a pet or pseudopet (like Spectral Terror, Volcanic Gasses or Carrion Creepers) has different rules.

    The Addition: Controller powers that damage through a pet or pseudopet do NOT get Containment. Secondary Powers that do damage directly (Gale, Force Bolt, Acid Arrow) DO get containment with three exceptions . . . FF's Repulsion Bomb and the Energy Damage against electronics for EM Pulse from Rad and Trick Arrow. Notice that these damage powers that get Containment do very little damage. The secondary powers that do significant damage (Oil Slick Arrow, Tornado, Lightning Storm, Fallout) are Pseudopets, so they do not get Containment.
  7. Local_Man

    Monster Hunter

    Before he left, Castile confirmed that the pet AI is bugged, causing Phanty to run into melee. It was "on their list" to fix.

    There was another recent thread about strategies to deal with that short time that you can draw aggro while PA are being re-cast. To me, mobility is the key. One trick that works sometimes is to go around behind the AV/GM before PA disappear and then re-cast them back in front of him. Whenever possible, let Phanty's Decoy or Phanty himself draw the aggro. Another technique is to back away to outside of the range of the AV/GM, cast PA as close as possible (well inside the range), and then fly/run past the AV/GM drawing PA closer.

    I assume you are using RI and Spooky to add a little bit of -ToHit. While it is resisted, every bit helps. If you continue to have problems, you can pop a purple Insp just before casting PA.

    I feel that the single target damage from the APP blast is a key part of the great damage that an Ill/Rad can do. With some good slotting, you can get your recovery up pretty high where you don't need Consume or Power Sink. I think my build has something like 4.17 Recovery. One other option is to turn off SI once the fight starts. I currently have GI in my build, so I can cast that at the start of a fight and turn off SI.
  8. Local_Man

    Monster Hunter

    I suggest you take a look at my Illusion/Radiation Guide, with the builds and discussions about slotting. You have some powers slotted well, but others could use some work. A Perma-PA build will make a big difference, in that it will allow the PA to hold the aggro and do more damage. Your slotting for Phantasm gives up a lot of damage by using the knockback set.
  9. As Korinth said, there are a few procs that do add a graphical effect. In particular, the Lockdown +2 Mag Hold and the Decimation Chance for Hold show up as a Tesla Cage. The Gravitational Anchor Chance for Hold causes the foe to float, just like the hold animation for Gravity's single target hold.
  10. Quote:
    Originally Posted by rsclark View Post
    I have lived in Atlanta since 1996, and I don't remember ever hearing the word used in that manner in person.

    So, basically, I'm calling your post horse####.

    (and oddly on topic, I had to edit and censor this post myself)
    A number of years ago, my family used to volunteer at Fort Christmas, a small historical park on the East side of Orlando. One of the stories some of the people out there used to tell (and I don't know if it is true), is that a "Florida Cracker" was a man who used a bullwhip to drive cattle. The good ones could also use the whip to kill rattlesnakes. They were called "crackers" because the the crack from the whip. The term had a negative connotation because the cattle herders were usually crude men who were not very good at the social graces.

    Fort Christmas has an annual festival that they call a "Cracker Christmas." Not to be confused with a Christmas Cracker.

    Sometimes the filters limit words that that are a little too remote to be considered offensive. I agree that filtering out "cracker" is a bit too much. Sometime recently, I tried to use a word meaning nonsense, "gobbledegook." but the last four letters got filtered.
  11. Local_Man

    George RR Martin

    Quote:
    Originally Posted by Ironik View Post
    He said "quality." Heh.

    All kidding aside, I think the second book was one of the best Fantasy novels I've ever read. The 4th was easily one of the worst. Speaking of quantity over quality, Martin really needs someone to smack him on the nose with a rolled-up newspaper and say, "No! Bad writer! Take the unnecessary 722 pages out!"
    I think I have seen you state this opinion before, and I can't agree. The 4th book, while not the best of the 4 so far, is still far better than the majority of fantasy novels. If you really think it was one of the worst, then you probably haven't read all that many fantasy novels -- and it really can't be looked at as a "novel," since it is a middle chapter in a larger story. It took the story in some interesting directions and expanded the world substantially with new complications from new areas. I thought Martin went on a bit too long with the "Drowned god" stuff, but I really enjoyed many of the plot twists.
  12. Quote:
    Originally Posted by Klaatu View Post
    Thanks LM. If underslotted hold on CC is its biggest problem, I can work on that a bit. Should be easily fixed by changing the Unbreakable Constraint proc to a Hold/End instead; that caps it to both hold and end. I might have picked the UC proc in error anyway.

    Yeah, I think I'll pull that 6th slot for AM out of Char. While it would be nice to keep it there AM could probably use it more.

    Once I get more inf I'll look at a purp set in Fire Cages . Thx.
    Rather than pulling a slot out of Char, you might consider giving up on the Kinetic Combat set in Air Sup . . . you don't have enough S/L defense to make it worth slotting that set. (And that one set is probably the same cost as a purple or two.) Maybe slot Air Sup with some combination of 3 Acc/Dam or Acc/Dam/Rech, and use that 4th slot in AM.

    I view Air Sup as a kind of control/damage power. The knock-up from Air Sup will keep a foe distracted long enough for Char to recharge. But that means that Accuracy in the power is important, so I'd shoot for at least 45-50% acc.
  13. Quote:
    Originally Posted by RiggsMcClane View Post
    Wasn't exactly sure where to post this but here goes. I'm looking to upgrade my pc. After having this one for six years it's really starting to show it's age in game and out. So, I was wondering if the below pc is capable of running Ultra Mode smoothly and if it's a decent desktop in general. Any opinions are appreciated.

    Studio XPS 7100
    AMD Athlon™ II X4 630 + ATI Radeon HD 5450 1GB
    6GB Dual Channel DDR3 SDRAM at 1333MHz - 4 DIMMS
    500GB - 7200RPM, SATA 3.0Gb/s, 16MB Cache
    16X DVD+/-RW Drive
    The best place to ask questions about computer stuff is the Technical Issues Forum. The folks who hang out there tend to really know their stuff.
  14. Quote:
    Originally Posted by Klaatu View Post
    Well, I think Local_Man convinced me (here, and from reading other threads as well) to go with Psi. I was a bit concerned IW would not be up enough, what with a duration of 1.5 minutes and recharge of 6 minutes, but with the recharge that can be put in the power along with global recharge (+Hasten, etc.) it looks like it'll be up most of the time, with only about 12 seconds or so downtime.

    Please take a look at the build now and let me know what you think. I do like to have Recall Friend if I can, and I practically never use EM Pulse because of the End suppression, so I removed it to be able to keep RF.

    I'd like to be able to stick one more slot into AM for the 5% recharge bonus, but what power to pull a slot from? My thoughts are either Char or Stamina; leaning more toward Char (those Hami O's are expensive!). Oh and I probably ought to find room somewhere for the Numina Rec+/Reg+, Health most likely.

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

    Click this DataLink to open the build!

    Ember Jade (Freedom): Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(23), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), Dmg-I(39), HO:Nucle(39)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(36)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(11), GravAnch-Hold%(13), GravAnch-Immob(19)
    Level 4: Radiation Infection -- HO:Enzym(A), HO:Enzym(19), HO:Enzym(21), Achilles-ResDeb%(25)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(40)
    Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(9), TmpRdns-EndRdx/Rchg/Slow(13), HO:Nucle(15), EndRdx-I(34)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(21)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(36), BasGaze-Rchg/Hold(36), EoCur-Acc/Hold/Rchg(37)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Mutation -- RechRdx-I(A)
    Level 26: Bonfire -- RechRdx-I(A)
    Level 28: Choking Cloud -- Hold-I(A), Lock-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(29), UbrkCons-Dam%(31), Lock-%Hold(40), EndRdx-I(43)
    Level 30: Super Speed -- Clrty-Stlth(A)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
    Level 35: Air Superiority -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(42)
    Level 38: Recall Friend -- Zephyr-ResKB(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), HO:Membr(43)
    Level 44: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Dmg/EndRdx(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), HO:Ribo(50)
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(39), Mrcl-Heal/EndRdx(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(46)



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    The biggest problem I see is Choking Cloud underslotted. It needs capped Hold and a lot of EndRdx BEFORE procs -- add procs only after Hold is capped. Leveling up, I use Frankenslotting to cap Hold and EndRdx and then added the Lockdown proc when I could. At level 50, my current build has End/Hold, Hold, Acc/Hold/Rech and Chance for Smashing from Unbreakable Constraint, Lockdown +2 Mag proc and a common EndRdx. That gives me capped hold and Seventy-something percent EndRdx, which is enough if you have a fair amount of Recovery.

    It would be nice if you could find a 6th slot for AM to get the 5% global recharge.

    I think my slotting for Fire Cages is 5 Grav Anchor and a Pos-blast proc.
  15. Quote:
    Originally Posted by Phewmite View Post
    I think my point with the sequels was missed, and that may have been entirely my fault. It's not the fact that it is a sequel and not a reboot, but the extreme lack of creativity and so relying on said sequals. I mean, I've seen 1.5 SAW movies (that was all I could stand), and they are practically reboots since it's the same premise over and over and over and over....just with different characters. There are what, 5 of these?

    I'm not saying that all reboots are bad, I've not seen the True Grit reboot but I've heard it was good, all I'm saying is come on and show some originality. If the best that todays screen writers have to offer is something that has already been done then I'll be saving my money.
    It will be interesting to see how well "Sucker Punch" does. Like "Inception," it is an original story for the screen. Of course, one big problem with new, original stories is advertising expense. The studios have to spend a lot of money trying to get the audience to understand what the film is about because there is no basis for a pre-conception. Most people want to get an idea if the movie is something they will enjoy.

    On the other hand, if a film is a sequel, pre-quel or re-boot, the audience already has a pretty good idea of what the film is about. If you go to see the re-boot of Judge Dredd, you have a pretty good idea of the kind of movie you are going to get. It probably won't be a "chick-flick."
  16. Making Movies is a huge financial gamble, especially if the basis for the film is completely unknown. It used to be that the studios could rely upon "star power" for a movie . . . if it had the right combination of stars, people would see it. But "star power" has been declining for a number of years, and been mostly replaced with familiar "properties." If there exists a core audience familiar with the underlying characters or premise, the Hollywood execs feel more comfortable dumping millions and millions of dollars into the film.

    You can't really blame them. Several of the "new" concepts have done poorly at the box office. Most of the re-boots and sequels have a built-in audience with a greater chance to recover the investment, and generally make lots of money if the film is made fairly well. If new and innovative films made lots of money, I'm sure we would see more of them.
  17. I still have some lower level characters that I want to level up, and I appreciate the fact that some of the lower level TFs have been added as the WSF. This makes it easier to get teams for those TFs, so I can get XP and double merits on the lower level characters.

    I ran the Incarnate mission with all my 50's except maybe 2. I have slotted the first level Alpha on probably 75%. Maybe a third have the tier 3 slotted. And so far, I only have 2 slotted with the tier 4.

    I'm still having fun . . . but to a great degree it is because I'm still teaming up with the same great group of guys who have been my friends in-game for years now.
  18. Area Man was always designed to be a New Orleans Mardi Gras kind of guy. This is his orginal costume when he was the 6th character I made in game (and my first to 50).


    By localman at 2011-03-08

    This next guy was intentionally made the most bizzare outfit I could make (at the time, as there are some more options now). Here is "Hoosie Whatsit!"

    By localman at 2011-03-08
  19. OK, I'm taking a quick look at your build . . . but I don't have Mids at the moment to review the underlying numbers.

    I like your slotting for Char, RA, HF, Cinders, and most other powers, but there are a few that might be worth changing.

    Fire Cages: One of the best procs to get for a Fire/Rad or Fire/Kin (or any controller who uses an AoE Immob often) is the Gravitational Anchor Chance for Hold. It lets you turn your fast recharging AoE Immob into a fast recharging chance for hold . . . and hits a LOT. This is far more important than slotting the power for Damage. In fact, I believe that a damage proc will do more damage in the long run than slotting Fire Cages for Damage.

    Rad. Inf: The ideal slotting in this power is 3 Enzyme Hami-Os, as each Enzyme enhances ToHit Debuff, Defense Debuff and EndRdx. Add an Achilles Heal Chance for -Resist if you have a 4th slot. If you don't want to spend the Infl for that, then 4 Dark Watcher is what I use.

    AM: If you can get the slots, I like to slot it with 6 Efficacy Adapter (5% Recharge) if I otherwise have a good amount of global Recharge. Otherwise, 5 Efficacy Adapters and a common Recharge. The endurance Recovery from this power is important to your ability to run those expensive toggles.

    Fly: Do you realize that Fly is at Flightspeed cap with no slotting at all? I generally slot an EndRdx in Fly and that's all (or a Stealth, or a -Knockback). You have three Zephyrs for minimal Ranged and AoE defense buffs. If you really want to go for Defense, I'd move those slots down to Air Sup, find one more slot for 4 Kinetic Combat to add defense to your Smash/Lethal Shields.

    Bonfire: I like Bonfire. It can work situationally as a control or damage power. But to me, it is a low priorty for slots. I'll only add slots after I have met all my other needs. It can get by with a single Recharge or a single Damage.

    Choking Cloud: This power needs to be slotted to the Hold cap to be more effective.
    It also needs a good amount of EndRdx -- at least in the 70% or more range. The unique way that Choking Cloud works is explained in my Illusion/Rad guide. The slotting goal should be to cap Hold, get decent EndRdx, and then a Lockdown +2 Mag proc. Then maybe some damage. My current slotting is Hold, EndRdx/Hold, Acc/Hold/Rech and Chance for Smashing Damage from the purple Unbreakable Constraint set, the Lockdown +2 Mag proc and a common EndRdx. If you don't want that expense, try a mix-n-match frankenslotting of Hold/EndRdx. Accuracy is of minimal importance, especially if you have some global Acc bonuses.

    Fire Imps: How about 4 Expediant Reinforcement (Omit the Dam/End and the proc), and then Dam/Rech and Chance for Build Up from Soulbound? I don't find the +Resist or +Defense procs to be that useful . . . maybe if you could stack it with other Resist or Defense, but not on their own. Plus, the imps often run out of the procs' range. I prefer being able to re-cast the imps more often.

    Why are you slotting Ice Blast with ToHit Debuff??? Slot it for Damage! Or better, I'd go with the AoE damage from Frost Breath. However, I went with the Psi APP for the mez protection in Indomidible Will -- one of my biggest probles with my Fire/Rads are mez powers knocking off my Hot Feet and Choking Cloud toggles. IW gets rid of that problem most of the time. Plus, Psi Tornado is pretty good AoE Damage with Knockup (not knockback). I also took the Resistance-based shield . . . not as good as a defense-based one, but my Heal makes up for it.
  20. On the other hand, I noticed during a recent Apex that using Tesla Cage on a War Walker gives the giant robot an Electric Diaper.

    I should have taken a screen shot.
  21. Quote:
    Originally Posted by MentalMaden View Post
    Yes but anyone no matter powerset can take vengeance, fallout comes in a powerset with a rez in it. I think what Local means is, if you're going to go to the trouble of 'exploiting by exploding my dead corpse' (quotes for intintional hyperbole) at least have the decency to give me a hand when you're done; you have the options. I think his use of the word rude is intended to be a little more harsh than he really means, but I understand what he's saying.
    Ah, yes, the Internet strikes again. My use of the word "rude" was tongue-in-cheek. If you are going to explode a teammate's corpse, which doesn't seem like a very nice thing to do . . . shouldn't you have the decency to at least give him a hand up with a rez? Just leaving his blown-up body there seems kind of sad . . .
  22. Personally, I like having Bonfire. It is a situational control/damage power, but it can be very helpful at the right time. For example, I like to throw it at the feet of AVs with Knockback protection . . . it not only does damage, but also knocks back any foes who decide to gang up on you and your team while you try to take down the AV. Bonfire is great in the STF to throw at the Towers, as it knocks back the repair guys -- just make sure they all die. It is also wonderful to throw at the feet of Aeon and Lord Recluse, knocking back the other spawns while you focus on a beatdown of the AV. Bonfire can be used as a Melee-free zone for ranged characters. It can be used to block doorways and hallways and break up ambushes.

    On the other hand, I have teamed with a few Bonfire-happy people who throw it all over the place -- which can be really, really frustrating for any teamates with AoE powers or melee attacks. Hyperstrike's criticism of the power is valid if it is used too much. It is possible to use Bonfire as a damage power by using Fire Cages' 12 seconds of -knockback to turn Bonfire into a pure damage power . . . but only if you don't miss any of the foes.
  23. Local_Man

    Advice on APPs

    Quote:
    Originally Posted by Carnifax_NA View Post
    Of all the Controller Primaries Gravity (along with Illusion and Mind) are probably the ones who are closest to having a decent single target attack chain even without the APP Blast.

    IMO the only two really worthwhile APP blasts are Fire and Ices thanks to the quick animations (my Plant/Emp has Primal for Power Boost and the single and cone blast are ok, but nothing to write home about. They do FEEL strong though).
    Gravity has pretty close to a single target attack chain with GD-Crush-Propel . . . but Propel makes it slow. You can substitute Lift for Propel for less damage, but the Blasts can round it out without having to have a bunch of Recharge. Plus the blasts can give you a different damage type, which is nice when you come up against foes resistant to your type of damage.

    Mind has Dom-Mez-Lev, but even that has a little bit of a gap without some global Recharge.

    Illusion does NOT have a great attack chain without the APP blast, even with a ton of global Recharge. To get that chain, you need Blind-SW-APP Blast-SW.
  24. Local_Man

    Advice on APPs

    I go through the APP sets in my Illusion/Rad guide. I find that I choose the Ice APP most often, but it varies depending upon the character. And your playstyle will have a lot to do with it. (I'll mention that I have not tried the Villain PPPs yet.) Just to add a little bit to the post above:

    One important difference between the Hero APPs and the villain PPPs is the single target blast in all of the APPs other than Earth. The APP blasts recharge much faster, so if you want one of those blasts as part of your attack chain, take that into consideration.

    Ice APP is the only one with two AoE options, Frost Breath (cone) and Ice Storm (Location Targetted AoE). Hibernate makes a great Panic Button power that I find that I use fairly often when I'm taking damage and getting near a faceplant. Hibernate allows you to recover both health and endurance, so you can use it if you are out of either. (Will work very well with Singy, since he will probably draw aggro away from you while you are in the ice block.) Plus you get a very good, fast single target blast and a Smash/Lethal Defense shield. (It is much easier to build more defense on Smash/Lethal Defense, and this gives you a great base.)

    Fire is mostly about Damage, with Fireball and Fire Blast. The other thing with Fire is Rise of the Phoenix, the only self-rez available to Controllers. I have had Consume on several characters and respec'ed out . . . the recharge is too long. Fire Shield is resistance.

    Earth is great if you are in melee a lot. Fissure is a short range AoE with a chace for stun and Seismic Smash is great melee single target damage AND a hold to stack with your single target hold to hold bosses. It has an ugly Smash/Lethal Defense-based shield, too, and a great heal/HP boost. I find Hurl Boulder to be skippable because it is so slow.

    The main benefit to Psi is the mez protection, which is really important if you have offensive toggles (like Hot Feet and Choking Cloud on a Fire/Rad). Psi Tornado is a nice AoE attack with knockup. World of Confusion has a too-small radius to be very effective and is generally considered to be poor. The rest of the set is OK but not great. Another Resistance shield and an OK single target blast.

    Primal has Power Boost . . . fantastic if you have a lot of powers that can benefit, like a Mind controller. Power Boosted Mass Confusion or Seeds of Confusion are great. Conserve Power can be quite useful. The rest of the set is OK but not great. Slightly higher Smash/Lethal Resistance, a single target blast and a cone as the only AoE.

    If my secondary does not have a self-heal, then Ice and Earth can fill that gap. They are also the only ones with a Defense-based shield (or the Mace PPP). I'll go with Earth for a melee-oriented character and Ice for ranged. Fire for Damage and a self-rez. Psi for mez protection, Primal for Power Boost.

    For a Grav/Rad, I'd probably lean towards the Ice APP, but I can see where the Mace PPP might be appealing, or maybe Leviathan.
  25. Quote:
    Originally Posted by The Demacian View Post
    Quick off-topic question: Raptor Pack uses one's run speed? I assumed it used one's jump speed due to the character making the "HOO!" jumping noise when Raptor...ing.
    You are thinking of the Zero-G Pack, which does jumping. The Raptor Pack is the Flight pack that you can get at level 5 from the scanner missions, and then buy replacements for in the Shard or Grandville, or you can craft one from a recipe. The Raptor Pack is now just as fast as Fly . . . which are both at capped flight speed with no enhancement whatsoever, not even a Flightspeed in Swift.

    So, by taking Super Speed + the Stealth IO and making sure you have a Raptor Pack, you have Super Speed on the ground, Invisibility and capped Flight speed for when it is faster to go over stuff instead of around it -- and you have only used one power.