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OK, that's one of those choices we get to make between going for set bonuses or going for optimal slotting for the power. I tend to go more for optimal slotting, but there's nothing wrong with going for Defense.
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Quote:Actually, I read some of the court's ruling on a hearing for Marvel's Motion for Temporary Injunction. It has been years since I read it, but I recall that the Judge had some interesting things to say. In these kind of cases, the case is often won or lost at this early stage.The following is my opinion/guess about why the Marvel lawsuit was settled and didn't even go to court.
1) A Marvel employee purchased City of Heroes, using Marvel money, and makes a Wolverine character with the look and name.
2) Marvel sues because the City of Heroes character creator allows players to make clones of Marvel characters, and shows their Wolverine clone as evidence.
3) A smart lawyer at NCSoft realized that, under the terms of service that the Marvel employee (and thus Marvel itself) agreed to, technically Marvel had transferred rights to the Wolverine character to NCSoft.
4) NCSoft points out to Marvel that NCSoft could make a claim on Wolverine, due to Marvel accepting City's ToS. NCSoft offers to police future characters for copyright infringement, as well as giving up any claim on Wolverine, if Marvel drops the lawsuit.
5) Marvel wisely drops the lawsuit.
Again, just conjecture. But if I can think of this, I'm pretty sure at least one of NCSoft's lawyers probably did as well.
I recall the judge commenting that several Marvel employees logged in to CoH and made characters who were similar to the Marvel characters just to prove that the CoH character creator could be used to make copies of Marvel characters. The judge was critical of this, since it was Marvel's own employees who were actively creating violations of Marvel's Trademarks. Since the game allowed so much variety of making characters, CoH did not "cause" a trademark violation any more than a drawing program designed to make super heroes did. Plus, CoH had built into the EULA that any violation of trademark was not allowed, so CoH was clearly attempting to prohibit trademark violations.
As a result, the Temporary Injunction was denied . . . and Marvel settled with NC Soft soon afterwards. The terms of these kinds of settlements are rarely disclosed, but I suspect that the settlement mainly required NC Soft to use its reasonable best efforts to prohibit copying of Marvel's Trademarks . . . which is in the EULA anyway.
Still, even though NC Soft may have settled with Marvel, that would not stop another company from filing a similar suit . . . they would probably lose, but they could still file the law suit. And defending law suits is expensive. -
The +2 Mag proc and the Devastation Chance for Hold proc both show up as a Tesla Cage. The Gravitational Anchor (Purple Immob set) Chance for Hold show up like your Gravity Distortion hold, where the foe floats.
I generally don't recommend those procs in standard Holds. It appears that they are doing a lot more than they really are because the T-Cage shows up even if the foe would have been held anyway. You would do better slotting GD with Damage.
Here's why: The single target holds, if they hit, will hold a Minion or Lieutenant in one shot. They have a 20% chance to "overpower" and hold a boss in one shot. So, even though that proc may look like it is helping, it isn't. It only provides any benefit at all on the 80% of bosses not held. And there's only a 20% chance to hit one of those 80%, which really means you have about a 16% chance ON BOSSES for the proc to help, and 0% chance on minions and lieutanants. That ends up being around 2-4% of the total foes. Compare that to slotting for Damage, where the damage will be applied to 100% of the foes hit.
Pretty much the same analysis on AoE holds, but you don't get the option to slot for Damage. That slot will probably do you more good somewhere else. -
If you choose Tactics, you may regret it . . . Tactics improves perception, allowing the Fire Imps to have a larger aggro radius. Also, as a Fire/Rad, you already have some endurance-eating toggles.
One other option you may not have considered: Super Speed with a Stealth IO for full invisibility. It is very handy for running into the middle of a group of foes and hitting Cinders. It also lets you stealth missions, running around to find glowies or find targets in those "find x" missions. If you have the Assemble Team vet power or Temp power, it can be even more handy. (Frankly, I prefer Super Speed + Raptor Pack over Super Jump.)
Mutation is a handy power to have. Certainly not essetial, but nice for teaming. Fallout is kind of fun, but very situational; also, if you have Fallout, not being able to rez a teammate after you have exploded his corpse is kind of rude. Another option, especially if you go with Super Speed + Stealth, is Recall Friend.
I actually have 2 Fire/Rads at 50 . . . both of them have the Psi APP for Indomidible Will. Getting mezzed knocks off your Hot Feet and Choking Cloud toggles, and you can substantially reduce that happening with IW. Plus, Psi Tornado is nice AoE damage with a different damage type than Fire AND some knockup to provide additional control. The Shield, Mind Over Body is decent. You do give up access to an endurance Recovery power, but you can get past that with good slotting. (One of my Fire/Rads has Mutation & Fallout, the other has Mutation and Recall Friend.)
I haven't taken Acrobatics on a character since the -knockback IOs came out (except one, and I eventually respec'ed out on that one). Put a Karma -Knockback in Combat Jumping. I get knocked back once in a while, but not very often. I don't find that it is worth a power choice. -
The movies and TV shows are their own separate "universe" from the comics. The producers, writers and directors pull the key elements from the comics, but they only pull whatever they choose and make up the rest. Look at how "Smallville" has butchered the comics continuum. X-Men definitely don't follow the comics. Even the Burton "Batman" film had the Joker (as Jack Napier) killing Bruce Wayne's parents.
But this is OK since comic book writers have been doing the same thing. The origin and powers keep changing over the years. Superman was not able to fly when he first appeared, and has picked up a variety of abilities over the years.
The Marvel movie universe has, thus far, been lacking in "magic." Iron Man & Hulk are pure technology. I don't have a problem with treating the "gods" derived from Norse mythology as extra-dimentional super-powerful beings. Besides, it will probably keep the film from being as offensive to the many religious folks who only accept a single deity. I think it is a good move from a marketing point of view. -
Quote:Yes and no. Agree that you should read whatever you sign. However, there are laws against "Unfair and Deceptive Trade Practices" and "Unconcionable contracts" with terms that would normally be considered outragious being burried in lots of legal mumbo-jumbo.Don't get into the music or entertainment field. If you react this way to every contract that is put in front of you, you will quickly find that you signed away all the rights to whatever it was you created.
ALWAYS read what you're signing at least once, so you at least have some sort of vague idea of what you just signed.
Sorry, signing anything without reading it is just dumb. Since you didn't read it, for all you know NCSoft might own your computer and any other computer you have played the game on. (they don't, but you wouldn't know it if they did)
These are mainly protections for consumers. Business people are usually on their own -- which keeps lawyers busy -
Quote:My original statement was that Plant has good AoE damage, but is not very strong on single target damage. You indicated that Tornado provided single target damage, and my response was that Tornado only works as single target damage if you only have one target . . . otherwise it skips around from target to target.Are you talking about using a single target attack in a surgical capacity? If you need to deal with a single threat in a group this is precisely what your single target mezzs are for. Outside of mezzing a single target in a group, no controller can immediately put down (as in one shot kill) a hard target (yet) with a single target attack anyway. I think its a moot point.
Does it matter if a hard target is amongst a large group or stand alone? Even if I have three or four in a group it doesn't matter. Why? The strong AoE at your disposal allows you to dispatch the minions fairly quickly. Even if the group is scattered it takes little effort to round up stragglers into a tight group to maximize the small AoEs Tornado and LS provide. By isolating the action this allows any pets to focus their damage vice chasing mobs around. Once again I think its a moot point.
I just disagree with the logic behind your argument.
You are assuming that you CAN gather up foes into a tight group, which is not true with every type of foe. Some like to stay spread out and shoot from range. And sometimes foes are spread around too far to reach with your AoEs. These are foes who are better handled with Single target damage than AoEs, especially if you need to keep your AoE handy for the next ambush. Yes, the single target hold works, but only for one at a time, and it takes a few seconds to recharge.
I'm not talking about one-shot kills, so much as being able to keep one foe over there held while you work on another one out of range of the AoE . . . you may have to take some damage or hope that his mez misses or find some other way to limit his attacks (Air superiority is great for this). If you have to stack your single target hold on a boss, you may want some other way to take out this lieutenant shooting at you outside of the main group. Some controllers have a way to handle this (Mind, Illusion, Gravity all have good single target damage). -
I just finished re-reading the first four books, so this is good timing for me. I have really enjoyed the books so far. It is nice to see a fantasy series with complex characters instead of the classic stalwart adventuerers vs. Great Evil plot.
I haven't gotten into the Jordan series . . . -
If you are going to go for Defense, you get a definite benefit by going for S/L, since you can get an APP shield with S/L defense . . . but you have to give up the mez protection of Indomidible Will.
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On EM Pulse: Flash is a Mag 3 PB AoE Hold with a smaller radius than EM Pulse. EM Pulse is better in all ways except for (a) longer Recharge, and (b) stopping your recovery for a short time. I like to have them both because it allows me to use Flash as much as I want and still have EM Pulse as a back-up "panic button" power, and using both of them together will hold bosses -- a LOT of bosses. It is also nice to use EM Pulse against Robots (it does AoE damage) and in an area where there is an AV (it has a large -Regen). The area of EM Pulse is so big that you don't have to go into the middle of the group, like you do for Flash. You can stay to one side and still get the entire group. EM Pulse is generally considered to be one of the best Hold powers in the game for good reason. I don't use it all that much, but I'm glad that I have it when I need it.
As for the Basilisk Gaze set . . . Yeah, they are expensive, but you can also get them with Hero Merits: 1 merit for most, and 2 for the triple. Take a little bit of time, and you don't have to spend anything on them . . . AND you can slot them much earlier than level 50. There are times that you want some hold duration in Blind . . . mainly for stacking holds on bosses or spreading around holds to various foes. Plus, 4 Baz Gaze gets you the 7.5% recharge, leaving you room for some damage in a power that you will use a LOT. Enhancing for Sleep, on the other hand, is a complete waste.
Thinking of an Ill/Rad as only a "support class" is missing out on one of the main benefits of the build . . . it is a damage-dealing controller. That's like playing a Defender without using your Secondary. Yes, a lot of your build is intended to provide distraction and debuffing, but you have plenty of time to contribute to the damage of the team, too. -
Quote:I commend you for taking a shot at a build . . . too many people come on this board and say, "make me a build." However, this build needs some significant work. I strongly suggest you take a look at the information and builds in my Illusion/Radiation guide. The link is in my sig. The guide will explain why I have suggested the powers get slotted the way I did. I have a recommendation for leveling up as well as end-game builds. (I think players need to learn what they like in their character before worrying about an end-game build.)Hey all, making a build for a friend who is new to game, as i have never played a controller let alone ill or rad im looking for some advice please.
Here is the first draft:
http://www.cohplanner.com/mids/downl...32FE0F83DDFAA4
You have some major issues: Skipping Spectral Wounds. Slotting Blind for Sleep. Underslotting EndRdx in Superior Invis. Underslotting EndRdx in Choking Cloud (which I don't recommend taking for an Ill/Rad, but it is great for a Fire/Rad). It would be far faster for you to read the guide than to go over all the issues -- which is part of why I wrote the guide. -
Overall a nice build. You give up a fair amount of damage for the softcapped defenses . . . No damage in Blind, no single target blast. But that's a valid choice. To keep things running, you will have to vigilant to fire off AM and GI.
Also, if you try to run Tough, RI and EF and your other toggles at the same time, you will have some serious endurance issues.
The one improvement that jumped out at me . . . replace the Recharge in PA with the Soulbound Dam/Rech. It will take your damage from 68% to the ED cap without hurting your Recharge by more than a small fraction of a second. -
Quote:In his Edit, he indicated that he dropped some of the EndRdx for more Hold. Slotting capped Hold is more important. I agree that the difference between 75% EndRdx and 95% is fairly minimal . . . in most situations. My personal slotting is 4 Unbreakable Constraint (Hold, EndRdx/Hold, Acc/Hold/Rech and Chance for Smashing), the Lockdown +2 Mag Proc and a common EndRdx. That nets me capped Hold and 70-something percent EndRdx. (Don't have access to Mids right now.)94% EndRdx is really diminishing returns. Running Hot Feet and CC is a hog, but slotting attacks is far more productive than slotting End to 94%. From 50% to 75% you only save about .08, 75 to 94 saves about .03 more. One slot of EndMod in AM is more effective than 2 here.
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Quote:I agree with the stuff in your post, but with an explanation on this. Tornado is great single target damage . . . if you only have one target. It is fantastic on an AV with -knockback or held with an Immob with -knockback, as that Damage over Time adds up.
I wouldn't consider immobilization w/-kb + Tornado poor single target damage. It melts hard targets fairly quickly. That doesn't count the pets and ST attacks you have at your disposal.
But if you are relying upon pets for single-target damage? That only works if there is only one target. If you have a group of foes but want to take out that one or two foes out of the group with the mez powers, it will take a little while and pets aren't all that helpful. Tornado in particular loves to play social butterfly, saying "hello" to all the foes in the room. Mind, Illusion and Gravity have some single-target damage in the main powerset. Plant is very AoE focused with a lot of Damage over Time. On my Plant/Kin that recently hit 50, I got myself some single target damage by adding Seismic Smash and Air Superiority. -
Quote:Can't agree with some of this but agree with other parts. Hurricane is a power that CAN be a problem if used without some thought, but Tornado and Gale and Lightning Storm all have a lot of knockback . . . unless EVERYTHING is constantly locked down with Roots, those powers can cause problems. Plus, Tornado is a pet that loves to run around and aggro stuff while it throws them every which way, which can cause a problem. Lightning Storm can also aggro unexpectedly or knock back foes.The only power in /storm that's an issue for Plant players is Hurricane. Hurricane can also be considered counterproductive since it has a -tohit debuff which would interfere with Seeds usefulness. I have yet to take Hurricane on any of my /storm controllers. I had it on my Earth/storm and found I was less effective using it so I tossed it. Tornado is simply handled by using Roots.
In terms of the build, Strangler is horribly underslotted. Immobilization in Roots does you all of no real good. You would vastly be better off putting a damage proc in there. The Stealth IO in SS isn't needed. SM + SS lets you stealth by default. The bonus for the 3rd slot is like 15HP according to Mids. LS and CC would both benefit from damage procs as well.
I like Hurricane on all my Stormies . . . but I don't run it very often. I have it bound to a button on my mouse so I can turn it on and off quickly. Most of the time, it acts as a defensive toggle when I'm drawing a little too much aggro, or when I want to protect a teammate from his aggro . . . I save blasters and Defenders, mostly. Sometimes I'll use it for positioning to push foes into an AoE patch. Sometimes I'll use it for the large ToHit Debuff -- a little bit of "herdicaning." I use it most on my Grav/Storm who solos a lot. I pulled it out about 4 or 5 times on the ITF I ran last night with my Earth/Storm.
I have teamed with folks who seem to like to run Hurricane all the time . . . mostly Defenders, I think. That is usually a nightmare and totally messes things up for the melee fighters and any other characters who rely upon location-targetted AoEs.
I agree with the comment on Super Speed -- Super Speed + Steamy Mist = full invisibility, and there is no need to add a Stealth IO to Super Speed. I use that combo on most of my Stormies. I generally slot an EndRdx in the default slot and that's it.
On Roots, I would get rid of the Immob, but it depends on the needs of the build whether you need a Recharge, EndRdx or a Damage proc in the last slot. You want to be able to use Roots a lot since it is a primary source of damage, and being able to use it faster may result in more damage than a proc.
In Lightning Storm, I like the Devastation Chance for Hold proc . . . it only hits 15% of the time, but I believe it has a chance to proc with every lightning strike. (It used to be better when the Storm got your recharge buffs!)
Carrion Creepers is an odd power, because it uses a series of pets and does so many things. Most procs won't work except in one of the aspects . . . the Trap of the Hunter Chance for Lethal proc only works when the power is casting Immobs. The only proc that works all the time is the Impeaded Swiftness one, since all parts of the power include a slow. I have seen a lot of different recommendations for slotting on this power -- The Posi Blast set may not work all the time. I haven't tested the best slotting yet for myself, but I'm leaning towards 2 Acc/Dam Hami-Os, 1 Dam/Mez Hami-O, 2 common Recharge and the Impeaded Swiftness proc. -
Correct. Phantom Army cannot be affected by buffs. Phantasm can only be buffed once he has been summoned . . . the buff on you does not get passed onto your pets.
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Quote:About the only time I have read a book, then seen the movie and felt that the movie perfectly reflected the book was the book, "Addie Pray" which became the movie, "Paper Moon." The movie seemed to be a perfect translation of the book, except the book had a few more episodes of "cons" in it.Claiming "a movie sucks compared to the book it came from" is hardly a valid way to damn any movie. Can you actually name me ANY movie that was "more in-depth" than the book it came from?
I don't care if you hated the movie or not, but at least offer up some "real" reasons to hate it.
Other than that . . . they are different mediums. Things that work in books (and comics) don't work in movies, and things that work in movies don't work in books (and comics). In books, you can read what characters are thinking and feeling. In Movies, the soundtrack can add a different dimension to the overall effect of a scene.
I saw Bladerunner in the theater in its first run. I loved it, as it was so different than any vision of the future generally being presented in Science Fiction films. The world was dark and dingy, with a clash of cultures and commercialism. The story had a great combination of action, atmosphere and ambiguous moral issues. The bad guy could have won, but chose not to. The humanity came from the inhumans, while the inhumanity came from the humans.
And I much prefer the narration version of the original theatrical release. It made Harrison Ford feel like he could have been Bogart's heir.
Additional stories set in the same world might be interesting, but only if they were well done. But I don't have a desire to see a re-make. -
Quote:I think you can assume that he has 95% Recharge slotting in PA. He mentioned that he shows 213% when AM and Hasten are running. It appears that he has 4 Expediant Reinforcement and two Recharge, but I would suggest changing the two recharge to the Dam/Rech and Chance for Build Up from Soulbound.Recharge goes as Base_Recharge/(1+x) where x is the recharge bonus. It would be far easier to calculate if you could also give us how much recharge you have slotted in PA...but backing that out from the base recharge you gave us:
240/(1+x) = 60+53 -> x = 113% (...wait are you saying that you have no recharge at all slotted in PA and that is just from your global recharge? I think we have found the problem!)
In which case, you should get the entire benefit from the alpha slot, which is 33%. So your total recharge should be:
240/(1+2.1375+.33) = 69 seconds.
If you want perma PA, you really need to slot PA for recharge as well. You can't just rely on your global to do that. It is my understanding that for perma PA you need PA to recharge in 57 seconds which means that you need a total recharge of 321% (you only need 300 if you want 60 second recharge. That means that you need another 75% recharge in PA which you should be able to get easily by slotting...which means with the alpha slot you need to hit 108% recharge in PA...but you get 11% free over the cap with the first alpha, so with ED you only need to hit 97%. Which means without ED you need to hit 113%, but you get 22% from the spiritual so you need 91% pre-ED slotting in PA to hit the 57 second recharge mark.
edited for completion:
If that's 113% recharge slotting (which would have to include the alpha slot) in addition to 113% global recharge, then PA should recharge in 240(1+2.1375+1.13) = 56.2 seconds
He has "Perma-PA." The concern he has is related to the short gap that happens when you re-cast. -
Quote:That was not a change . . . it is a bug as confirmed by Castle. They know about it and it is supposed to be "on the list" to be fixed. For Phantasm's sake, I would love to see a fix soon.You forgot the change where all pets now favor melee-range combat - even the ones who work best at range or have no melee attacks to speak of (Phantasm and Medic Soldier BLARGH)
and we were actually addressing whether the Devs have specific plans to nerf Perma-PA. -
If you are new to Controllers, I generally suggest you learn to walk before you learn to fly . . . i.e. learn to play the character and what you like before coming up with a level 50 end game build.
Plant/Storm is a great combo with some good AoE damage, good AoE control, nice debuffs and a few weaknesses to Confuse-resistant foes and a lack of single target damage. I generally suggest that folks new to controllers play a secondary other than Storm because Storm takes some experience and practice. A badly played Storm can really be a problem. Start out with an Ill/Rad . . . see my guide linked in my sig. That guide will give you, new to controllers, a lot of basic information and strategy.
You have severely underslotted Strangler, your single target hold. This is the one power you should probably use most. I generally 6-slot my single target holds for Acc/Hold/Rech/Dam.
Gale is mostly useless except in the lowest levels, but it needs an Accuracy since it has a 20% accuracy penalty.
You devoted 6 slots to Stamina where I would use 3 or maybe 4. 3 slots in Super speed? Maybe 2.
No Tornado? This is the power that can make up for your lack of -Regen, and it is an AUTOHIT damage power. You have the Immob with 12 sec of -knockback to turn Tornado into a pretty good damage power.
You passed up several good control powers for Leadership and Fighting . . . not something I would do. -
The term, "Perma-PA" is actually a bit of a misnomer . . . Even when you get enough recharge so that PA recharge before the last one expires, you can cast the new set before the old one expires, but there is still a moment when the previous guys despawn and the new guys come in. Each PA guy appears about a second after the previous one appeared, so it take a total of about 3 seconds to replace PA.
"Perma-PA" simply means that the Recharge time for the power is shorter than the duration of the pets. It lets you re-cast to keep PA out all the time except for that short period during re-casting. (Of course, you need to keep Hasten and AM and any other powers that boost your recharge running at all times. While most people keep Hasten on Auto, it may be hard to remember to keep re-casting AM all the time.)
As a result, even a "Perma-PA" Illusion controller needs to take that short time into account when casting PA, as sometimes an AV might take a pot shot at the controller while PA are being recalled. (This is a big problem on the Statesman's TF if you want to try to tank Lord Recluse with a Perma-PA Illusion Controller. It works better with two who stagger the cast time of their PA.) Often, Phantasm's Decoy can fill the gap and pull aggro while PA are re-summoned. It is also useful to be invisible during this time, as it may keep you from being noticed quickly enough for an attack during the re-summon. Another way to deal with the cast time solo is to duck around a corner when you cast. Another, easier way is to pop a Purple Insp or two so that any shots at you will likely miss. Some folks like to use a high defense build.
One of my little favorite tricks that works most, but not all, of the time . . . Just when I'm about to re-cast PA, I will fly around BEHIND the AV, on the opposite side from where the PA are currently. Then I cast the PA in front of the AV. Often he won't get a chance to turn around and see me, especially if Phanty is on the front side, too. However, if the AV has a lot of AoEs, this has less of a chance to work. -
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Quote:14.63 sec is close enough. (Notice that I said "almost 15.") Remember that you have it combined with Hot Feet that has Damage/Slow/Afraid. For that short time that your foes may break free of the Hold, they will usually try to run away, but very slowly. That gives plenty of time for the next pulse less than half a second away. Plus, if you get any Hold duration set bonuses, those will kick it over. I wouldn't worry much about losing some Accuracy in a power that doesn't take accuracy . . . Hold and EndRdx are more important.My hold isn't up there yet. I've got 49% on Hold, 49% Acc, and 94% on End. I'm doing this with low 40s Essence and Ghost Widow's. I have the Lockdown proc in the last slot. I only have 5 slots now but it'll get another at lev 40. I'll throw a 40 Hold IO which'll give me around 86%.
Not sure if I'll keep that until 47 or not. It's slotted beyond supercheap.
Edit: the 86% only gives me 13.8 seconds. Hmm.
Edit2: Swapping the Ess Acc/End for Acc/Hold gets me 96.4% Hold (109.6 pre-ED), 14.63 sec. That doesn't hit the 15.
Choking Cloud is best to think about as part of an overall "system" of damage+control. Flashfire+Fire Cages from range (or run in to use Cinders if Flashfire is Recharging), then run in with HF+CC running. By the time Flashfire's Stun wears off, several pulses will have gone off and most of the foes in range should be held. Hot Feet chips away at their health. Any foes who are not held can be hit with a Char, which will give plenty of time to re-establish CC's Hold. While you are making sure nobody can fight back, Hot Feet and the Imps are doing lots of damage. -
Quote:You CAN cast PA while your previous set is out, but casting the new set will cause the old set to disappear. (Just like Spectral Terror, or Dark Servant -- you can only have one set at a time.) The term, "Perma-PA" is actually a bit of a misnomer . . . Even when you get enough recharge so that PA recharge before the last one expires, there is still a moment when the previous guys despawn and the new guys come in. Each PA guy appears about a second after the previous one appeared, so it take a total of about 3 seconds to replace PA.yep. several differences between the two as well.
Fire Imps can be killed. Phantom Army is Untouchable.
The developers had never intended for players to be able to have Phantom Army out all of the time. The Decoys are simply too powerful. However, the developers have expressed the opinion in the past that because "Perma Phantom Army" is so hard to reach, they didn't see any particular need to punish players who had managed to get there.
In recent issues the Developers have begun modifying PA's specific behavior, such as allowing Hamidon to blast PA away, to try and mitigate situations the developers actually want players to be in.
"Perma-PA" simply means that the Recharge time for the power is shorter than the duration of the pets. It lets you re-cast to keep PA out all the time except for that short period during re-casting. (Of course, you need to keep Hasten and AM and any other powers that boost your recharge running at all times. While most people keep Hasten on Auto, it may be hard to remember to keep re-casting AM all the time.)
As a result, even a "Perma-PA" Illusion controller needs to take that short time into account when casting PA, as sometimes an AV might take a pot shot at the controller while PA are being recalled. (This is a big problem on the Statesman's TF if you want to try to tank Recluse with a Perma-PA Illusion Controller. It works better with two who stagger the cast time of their PA.) Often, Phantasm's Decoy can fill the gap and pull aggro while PA are re-summoned. It is also useful to be invisible during this time, as it may keep you from being noticed quickly enough for an attack during the re-summon.
There is no indication that the Devs have sought to modify PA with only a few exceptions. A long time ago, PA used to summon a random number of 2-4 army guys, but that was in the days of 6-slotted Hasten and multiple controller pets; this was eventually changed to a fixed number of 3 at the same time that other controller pets were made perma but you were only allowed one set. The only changes since then have been (a) all pets are not affected by recharge buffs and (b) Hamidon is the ONLY thing in the game that can hurt/destroy PA. This was done to eliminate a common practice in the Old Hami-Raids of a "drop team" floating overhead dropping PA to draw Hamidon's aggro -- it was done to force a change in strategy for the new Hami-Raid, and not some overriding desire to change PA.
I have seen no indications that the Devs plan any other modifications to PA . . . and I keep an eye out for such things. -
It looks to me that you have pretty good power choices there. I understand why you went with Teleport, but I would personally prefer Hasten/Superspeed with a Celerity Stealth IO in Superspeed . . . when you get Singularty, leading him into groups of foes can be a main way of controlling smaller groups. Singy draws aggro while knocking foes every-which-way, while you stand back and pick them off one by one with your GD-Crush-Propel attack chain.
You are a bit lacking in AoE because you are missing Crushing Field, the AoE Immob. I use CF a lot in combination with other powers. Wormhole-CF will stun foes and then keep them from wandering off; the combo of a stun + AoE Immob is often referred to as a "pseudo-hold" since it has all the same overall effect as an AoE Hold -- used a lot by Fire and Earth Controllers. The AoE Immob can also be used defensively . . . if you are being chased by a group, you can AoE Immob them and then hide around a corner. You can also AoE Immob the foes to keep them at range, which is safer than melee.
One unique aspect of CF is that it does not prevent knockdown. As I mentioned above, my Grav build is Grav/Storm (but I also have a Mind/FF, so I have experience with both sets, just not together). An added benefit to the AoE Immob to me is that Freezing Rain is a knockdown/debuff power, and CF lets me keep foes in its area of effect. You might be able to do a one-shot version of the same thing . . . Crushing Field followed by Repulsion Bomb would be an AoE knockdown in place. (However, I tried Repulsion Bomb on my Mind/FF, and I find it to be disappointing. Not enough damage, not enough guarantied knockdown, too long an animation.)
However, I agree that Crushing Field is less needed on your build than on mine.
For a team-friendly build, you may want to consider Maneuvers from the Leadership pool to add to everybody's defense. On a mostly team build, I would probably take Maneuvers over the Fighting Pool. It is only one power rather than three and helps the entire team. Adding Combat Jumping can also add a little bit of defense.
I'm not a fan of the Stealth Pool ever since Stealth IOs were introduced. If I want invisibility, I generally go for Hasten/Superspeed and get a Celerity Stealth in Superspeed. That way, I get a travel power PLUS full invisibility. I take Hasten on almost all Controllers anyway, so choosing SS lets me stay in the same powerpool and uses only one power choice for multiple benefits. (I also have Hasten/Superspeed on my Warshades, so it would fit the theme. Shadow Cloak + Super Speed is full invis.)
Singularity probably provides a greater benefit to Gravity than any other pet to its powerset other than Phantom Army in Illusion. Singy's damage is moderate, but it provides a lot of control and protection. Before Singy, Gravity is pretty lacking. Once you get Singy, the set becomes a lot more fun.