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Deacon made some good points, but the build still needs more work in my opinion.
I would move around a lot of those slots. The best powers in the cold set are the strong debuffs: Benumb, Sleet and Heat Loss. You haven't slotted any of them the way I would. The most skippable power is Frostwork. Benumb needs Accuracy and Recharge. Sleet needs Recharge -- it does very little damage, so enhancing the damage is mostly wasted; any extra slots should get the Achilles Heal proc first, and then maybe some damage procs. (The damage procs will do more overall damage than slotting the power for damage). Heat Loss gets the Efficacy Adapter set.
Snow Storm is a great power in the right situation. The -Recharge is an underrated effect -- on the ITF, slow is the best mez power. Slot it with 2 EndRdx and that's it.
Mind Control has a great single target attack chain from early in the build: Dominate-Mezmerize-Levitate. Levitate not only is part of the attack chain -- it is another form of Mez (knock-up) and your best source of damage, AND Smashing rather than Psi damage. In the late game, you run into a LOT of Robots and other Psi-Resistant foes. That smashing damage is important to be able to take down those foes, as Robots are weak to Smashing damage.
Terrify is a key power in Mind Control -- it is one of the few click-controls you have that can be made perma, and it is your only AoE damage power. Terrify deserves 5-6 slots.
And let me give you my standard run-down on the Lockdown proc: Dominate will hold Minions and Lieutenants on its own, with a 20% chance for "overpower" to add an extra 1 Mag that will hold a boss. The Lockdown proc, is therefore only providing a potential benefit to 80% of the Boss foes you hit with Dominate. That is a pretty smallish number. And it only works on 20% of them, or a total of 16% of the bosses. The number of Bosses you run into can vary with your settings and types of missions, but in general the number of bosses is a fairly small percentage of the total foes you attack. If you assume that Bosses are 20% of the total foes (which is high most of the time), that proc is really only having an effect 3.2% of the time. So, that proc is probably only doing anything whatsoever maybe 2-4% of the time. It looks like it is doing more than it really is, because you see the nice Tesla Cage animation on lots of foes who would have been held anyway. The bottom line is that it provides very little benefit for most powers. It is great in Choking Cloud and Volcanic Gasses due to the unique ways those powers work. But it is mostly wasted in standard hold powers. Now, if you slot for Damage . . . the foes hit by your hold will be affected 100% of the time. 100% vs. 2-4% . . . your choice. -
Arctic Air is a huge endurance hog . . . and will be until you can slot it with SOs. That is probably why. But once you can slot it to ED capped EndRdx and Confuse, it is a great power.
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Quote:The Touch of Lady Gray Chance for Negative Damage proc has the same 20% chance as most other damage procs.Ahh thats very good to know. I didnt realize there was no stacking. I think that the 2 in FR and Earthquake should be sufficient then.
I was talking to a friend and he says he read something about the Touch of lady grey proc having a higher than normal chance for firing. Is that true or just a perceived thing? -
Quote:Because sometimes I LIKE my name. Most of my characters have joke or pun names, and I often get comments when someone sees the name . . . I have names like, "Ohm Depot," "Flora the Explorer" and "Sultan Battery."Now the question is, why would you want to do so? At least for your local name.
I suppose I can see the value of broadcasting your current character's archetype and level if you're really into TFs and below 45, but why waste valuable chat line space with the local name? It's not as if people have to open the team finder and search for you to add you after communicating in chat... (since they can click on your name and invite you, even through your global)
. . . and "valuable chat line space"? When did that become valuable? -
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I believe Teleport is suppressed in the Storm Palace to prevent people from being able to teleport in and out of it. That mechanic was put in place long before Shield Charge and Lightning Rod were added to the game. It really stinks if you rely upon teleport as your only travel power . . . and don't have invisibility.
The Devs either forgot the suppression or didn't think it had enough of an effect to mess with.
It is really too bad . . . the Shadow Shard as a whole is a great looking zone, but the zone in general and the TFs in particular could use a significant Revamp. -
Every controller combo has conflicts with Storm powers. All four of the controller sets with -Knockback in the AoE Immob will prevent the knockback in Freezing Rain -- one of the main advantages of Grav/Storm and Elec/Storm is that the Immob powers do NOT have -knockback, which turns Freezing Rain into more of a control power. Gale, Hurricane, Tornado and Lightning Storm will knock foes out of "patch" (Location-targetted AoE) or "anchor" (foe-anchored AoE) controls. Freezing Rain disturbs Fear powers (Illusion and Mind) and Sleep Powers (Elec, Mind, and if you take them, Ice, Earth, Plant).
Part of the fun of Storm, and why it is a challenge to play well, is that so many of the powers have to be used strategically. It's not just, "mash buttons until everything is dead." On teams, you really have to limit the chaos by limiting the use of the knockback powers. On my Ill/Storm and Grav/Storm, I rarely use Tornado on teams.
Each set has its strengths and weaknesses.- Plant is a bit of a one-trick pony . . . it relies heavily on the Seeds+Roots combo. Once you have thrown Seeds, your options for other AoE control are limited. Fortunately, Storm fills some of those holes -- probably better than any other secodnary. Snowstorm (with its -Recharge) +Roots is almost a kind of limited hold. The big advantage of Plant/Storm is good AoE damage with Roots, Creepers and Twoey, and the Storm end adds some more good damage in later levels.
- Earth has 3 wonderful ranged AoE control powers (and a mostly unneeded PB AoE sleep), two of which provide continual control for additonal foes -- but lacks damage. Those Patch controls work great with Freezing Rain. Stalagmite's stun stacks with Thunderclap. Earthquake's knockdown can be alternated with Freezing Rain, with Quicksand to prevent foes from running out of the patch. And Storm adds damage in the late levels.
- Ice also has some nice synergy with Storm, in that it can alternate Ice Slick and Freezing Rain for a knockdown patch, can stack Slow powers to make everything slow to a crawl, and Storm has that damage in late levels. Ice has something that others don't -- the ability to provide continual (toggle) control for crazy melee teammates who run from group to group. Just save Hurricane for "panic button" moments, and only use Frostbite (or Chilblain) when you need that -knockback for Tornado.
- Fire/Storm is one of the highest endurance-using characters around -- plan to get some IO help with Recovery early. The PB AoE aura provides less control than Ice's Arctic Air but more damage. Flashfire's stun can stack with Thunderclap. Storm's knockback powers can be frustrating, but overall it is a powerful combo. Endurance is the biggest limiting factor.
- Illusion/Storm is the king of chaos. Illusion mostly controls with distraction rather than control . . . It has very little to prevent foes from running away and no -knockback. But it is an amazingly fun combo with all of the pets, visuals and the chaos -- probably better solo or on small teams than large teams. There can be 5 mobile pets and 2 Immobile ones, and you can't control any of them once they have been cast. Still, Ill/Storm is one of the better Illusion combos.
- Grav/Storm has a few nice synergies. The AoE Immob does not have -Knockback, so Freezing Rain + Crushing Field provides some AoE control that Gravity needs in lower levels. Grav/Storm is probably the best character in the game for moving foes around. This combo can be very strategic . . . you can make a "corner of doom" by setting up Lightning Storm and Tornado and Singularity, then Wormhole foes into the corner and hit them with Crushing Field and Hurricane to hold them there, Thunderclap to extend the stun, Freezing Rain for debuff/Knockdown and then pummel them one by one with GD-Crush-Propel. Kind of unfair. This is one of the most fun solo controllers I have played . . . not fast, but fun.
- Mind/Storm is a combo of powerful powersets that together are . . . a combo of powerful powersets without much synergy. Just when other sets are getting an increase in damage due to their pets, the damage on Mind kind of flattens out . . . and Storm can add in some nice damage.
- I haven't played Elec/Storm (I have played all the others to some degree into the 30's or higher). I can see the conflict between Freezing Rain and Static Field being a problem, but it would have the nice benefit, like Grav, of an AoE Immob that allows knockdown with Freezing Rain. However, it has its own knockdown power. Storm would make up for the low damage, somewhat.
- Plant is a bit of a one-trick pony . . . it relies heavily on the Seeds+Roots combo. Once you have thrown Seeds, your options for other AoE control are limited. Fortunately, Storm fills some of those holes -- probably better than any other secodnary. Snowstorm (with its -Recharge) +Roots is almost a kind of limited hold. The big advantage of Plant/Storm is good AoE damage with Roots, Creepers and Twoey, and the Storm end adds some more good damage in later levels.
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Arcanaville, like your original post, I would agree that my Illusion/Rad is my most versitile character. I have yet to run into a situation where the Illusion/Rad isn't able to handle what needs to be done. Because of Phantom Army, Ill/Rad can handle attacks that no other build can handle -- except Hami, and that was cheating by the Devs. None of my characters work so well solo or with ANY team, small, large teams that are damage-heavy, control-heavy or debuff-heavy. It is not just the individual powers . . . it is how they work together.
Furthermore, I look at not just a level 50, fully IO'ed out character, but at the experience of leveling up the character. Illusion/Radiation Controllers are amazingly versitile for the entire life of the character. The toggle debuffs mean that the debuff can be continually applied (until a teammate kills the anchor, which happens often). The most valueable powers in both the primary and secondary come earlier than most sets . . . By level 26, you can have most of the best stuff.
I'm up to 20-something level 50 characters, with the largest number being Controllers. Some of them become very powerful in upper levels, but aren't so strong in lower levels . . . such as */Kin and */Cold. Both are very powerful secondaries once you get the last power or two, but they are not as outstanding leveling to 38. Plus, both have been made somewhat less awesome by the Alpha slot . . . Endurance isn't nearly as significant an issue for many characters now that they can slot the Cardiac Alpha Boost. One of the best parts of both Kinetics and Cold are their ability to refill the blue bar for teammates -- still needed, but not as badly at it used to be.
There are some other issues with Illusion/Kinetics: No Resistance or Defense Debuffs to help Phantom Army hit harder or more often. The siphon buff powers force you near melee . . . where Phantasm will sometimes knock your target away. And it lacks a heal unless you are near a foe. Many aspects of Kinetics are so good that these problems are offset, but they are still there. Ill/Rad doesn't have some of the limitations that Ill/Kin does.
Trick Arrow is a fun set . . . but it has some subtantial limits. No healing or buffing, low ToHitDebuff and low -Regen are the biggest problems.
As for Ill/Cold, it is great for taking down tough foes. I consider it very close to my Ill/Rad, but the single-target debuffs, the ally-only shields, lack of a self-heal, lack of +Recharge reduce its overall versatility. The shields are wonderful on teammates who are not softcapped, but provide little benefit to already-maxed out characters. A fully IO'ed out Ill/Cold is very powerful, but leveling up this combo is not nearly as impressive before level 38. Not getting Sleet until 35 makes it tough.
Warshades are wonderful on teams where there are lots of foes and dead bodies around. They can Blast-scrap-tank, with a limited amount of controlling. Peacebringers can Blast-scrap-tank with a limited amount of healing, but are more self-sufficient and less team oriented -- Peacebringers and Warshades can do a lot of things, but don't bring as much versitility to a team as an Ill/Rad, which can Blast-control-defend-tank.
I would say that Mind is less versitile than Illusion. The lack of an invulnerable pet to draw aggro means that Mind has trouble dealing solo with really tough foes. Illusion get Phantom Army at 18 . . . with Deceive, it is able to take out foes, given enough time, in safety.
I have played a lot of characters, and have yet to find anything with the versatility of Illusion/Rad. Ill/Cold is close and is better at some things, but not quite as versitile. My Ill/Rad is easily the fastest at doing Tip Missions. He soloed through the Incarnate mission like it was nothing -- and deceiving Rikti Guardians to get stacked AM is pretty nice. In a recent All Controller STF, 3 Ill/Rads handled the tanking duties of all the AVs. He always contributes to every team. He can fill in holes in teams like no other character. -
It kind of depends on your playstyle. If you are focused more on Damage, then Musculature has some things to offer -- when you are not damage-capped. There certainly is something to be said for more Recharge from Spiritual. But I'm actually leaning towards Nerve. It seems to have more benefits overall for a Plant/Kin . . . and I'm focused more on controlling and team buffs than pure damage.
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Quote:The controllers with -knockback in AoE Immobs are: Earth, Plant, Ice, Fire. Grav and Elec have AoE Immob but no -Knockback. Mind and Illusion have no -knockback.I love Storm Summoning. I have a storm/ice defender that I thoroughly enjoy playing (hence the username) and I'm looking to try out a storm controller. I'm fairly familiar with the controller primaries, but I'm here in the forums to humbly ask for some controller advice.
Obviously, I want /Storm as a secondary. But quite honestly, I have no idea what primary I should use. I understand that there is no "wrong" combination in the game, and that any choice is a good choice. I have done some research on what primary would go well with storm, but, before I say anymore, there are some things I should point out.
1. I'm not looking for a min-max build, and while I will appreciate any and all advice, I don't need a specific level to level build. All I ask is for a good starting point as to what primary would best fit my wants.
2. On my storm defender, there were some issues that I noticed and want to accomodate as much as possible.- First of all, the lack of -kb was annoying. I love the concept behind Tornado (and Lightning Storm to an extent, but not that serious), but the fact that it knocks things all over the place severly limits its usefulness on a defender.
- Second, endurance was a major issue for me. Yes, the new incarnate slot is beautiful for 50s, but 20-49 was a bit grueling in terms of end issues.
I hope I don't sound too picky with what I would like, but I'm not partial to any suggestions or ideas. Thank you in advance!
Then, of Earth, Fire, Plant and Ice, Fire is very demanding of endurance. Earth and Ice are very low damage. Plant does pretty good AoE damage and good AoE control, so that would be a good choice. Earth has outstanding AoE Control, does not require you to spam any powers and allows you to stay mostly at range (so it is safer). Ice focuses more on Knockdown and Slow, and the AoE Immob isn't really needed other than for the -Knockback for Tornado. However, Ice has a PB AoE aura that uses a lot of endurance (kind of like Fire).
So, I'd suggest you consider Plant/Storm, Earth/Storm and Ice/Storm. Earth/Storm is probably the most endurance-friendly. Plant/Storm would be the best if you want to solo at all. Ice/Storm is visually fun and more of a melee playstyle if you use Arctic Air (which I strongly recommend) -- you usually let the melee guys grab aggro and then follow them in. Each of them has a substantially different playstyle, so even paired with the same secondary, each one is quite different. I've taken both Ice/Storm and Earth/Storm to 50, and both were a lot of fun. I have a lower level Plant/Storm, too, (but since I have taken both Plant/Rad and Plant/Kin to 50, I'm not in a hurry to play that one).
You should note that the -Knockback lasts only 12 seconds for the AoE Immob, and 15 seconds for the single target Immob (which is often not taken). So, to maintain the -Knockback, you will have to fire the power off more often than 12 seconds. -
I don't have access to Mids at the moment, but I noticed a few things about that build . . . .
I'm not sure what your Global Accuracy is, but no Accuracy in Transference would worry me. I know you have several purple sets, but still, that power needs to hit. Same with Siphon Power and Fulcrum Shift. I suppose your Global Acc with Tactics may be high enough, but I don't feel comfortable relying on that alone.
In Fire Cages, why not replace the Immobilze with the Chance for Hold proc? That proc is wonderful in Fire Cages! (I have it on both my Fire/Rads, too.)
Combat Jumping: The single Gift of the Anchients Defense is providing no more benefit than a common Defense. Similarly, the single Miracle Heal in Health has no benefit over a generic Heal IO.
I'd be concerned that Hot Feet doesn't have enough EndRdx.
Flashfire: I believe that the proc in the Absolute Amazement set is bugged and does nothing whatsoever.
Cinders: Why not put the Unbreakable Chance for Damage here?
Tactics: I'm not sure the Chance for Build Up is worthwhile in Tactics. It has a low chance to go off (5%) every 10 seconds . . . at which time you probably will not be in combat. That's once every 200 seconds. More EndRdx even from the triple might provide more benefit.
On the other hand, the SoulBound Chance for Build Up in Fire Imps has a chance to hit with every attack by the Imps . . . and with three of them, the proc hits quite often. -
Quote:Ah, you consider "tons of damage" to only mean "lots of AoE damage." To me, "tons of damage" means that you can kill stuff fairly quickly and doesn't have to necessarily mean "AoE damage." I would say that decent single target damage can be "respectable." I also feel that a controller's primary focus should be on Control . . . if a Grav/Storm can lock down a group and then take them out one-by-one with GD-Crush-Propel, that adds up to pretty "respectable damage."Ill was the one that I paused on posting just because it does rather well in it's ST and AoEish damage. Anything else is too ST based for my taste to be called "tons of damage." Note, I wouldn't consider a MA/sr as really going a ton of damage either. A high amount, or even a respectable amount, but not really a ton.
(I think my MA/SR kills stuff pretty quickly . . . He just gets his kicks one-on-one. It is kind of like most typical Martial Arts movies . . . the hero is surrounded by bad guys, but they patiently wait to take him on one at a time instead of ganging up on him. In a fairly short time, he has wiped out the entire group.) -
On all my */Stormies, I take Steamy Mist. On almost all my */Stormies, I take Super Speed, too. The stealth in Super Speed stacks with the stealth in Steamy Mist to give you full invisibility. However, you can accomplish much the same thing with a Stealth IO in Fly or Sprint. I like Super Speed also for "herdicaning" and for quick battlefield movement -- run in, cast Lightning Storm, run out.
Strangler: See if you can fit two more slots here to add some extra Acc and a lot of Damage. At 50, you can use an Acc/Dam Hami-O plus a common Damage.
Roots: I think slotting this power for Damage will do more than the procs. I would slot 5 Posi-Blast and that Chance for Hold proc.
Snow Storm: I find 2 EndRdx is good slotting.
Stealth: Drop it for Steamy Mist. You can slot Steamy for BOTH Defense and Resistance, so it takes two types of -knockback IOs. I used to think slotting for Resistance is better, but now I would go for Defense.
Fly: Fly is now at Flightspeed cap with NO Flightspeed enhancement. So put an EndRdx (and/or Stealth) in it. The Flightspeed is wasted.
Freezing Rain: As Draggyn said, priority 1 is Recharge. Then the Achilles proc and other procs if you have room.
Vines can take 4 Baz Gaze and an extra Acc/Hold/Rech to round it out.
Hurricane: You want to slot this for ToHit Debuff. 4 Dark Watcher.
Carrion Creepers: Replace the Posi and Trap of the Hunter procs with Acc/Dam Hami-Os. They will do a LOT more damage.
Fly Trap: If you want more Recharge, you can go with 4 Expediant Reinforcement and an extra Acc/Dam (Hami-O or Blood Mandate will work.)
Tornado also takes Recharge Pet sets if you want more Recharge.
I would take Fissure over Hurl Boulder any day.
If you go for full invisibility, you could take Recall Friend in the empty slot. -
Quote:Uh, Illusion does pretty darn good damage. Not everything has to be AoE damage. Mind and Gravity can do some respectable single target damage, too.Outside of Fire and Plant controllers, I don't see controllers doing tons of damage unless you have a much different standard. Even with /storm, Earth is rather low in terms of damage. It took me until epics before I felt like I was doing a rather respectable amount.
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Quote:What I mean when I said Recharge is that the pet itself is not perma without some Recharge in it. I can't look at Mids now, but I think one of the goals that folks have for that pet is to get it perma with Recharge in the pet plus the global Recharge.Thx for all the feedback. I put the Blood Mandate in for the +def, I figured since I already have a good amount of rech, plus I'm going for Spiritual, I could spare it. I don't currently have access to any of that either, so I'll have to take a look at Mids later tonight.
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Welcome Back! We're always happy to see old friends back!
Quote:I'm not a huge fan of Smoke, even though I have it on my Fire/Kin and one of my two Fire/Rads. It is somewhat useful solo. On teams, most teams are running along plowing into groups so fast that I don't really have time to use Smoke before the group is aggroed. The ToHit Debuff is not huge, but added to others, it can have an effect.After getting my accounted reactivated from about a 5 year hiatus, I am starting up again and have a few questions to throw out.
I thought I would polish off my old controller but I kinda feel a little dirty about asking too much. I perused all the way back in the forums to posts which were discussing i18 stuff and the few posts I found releating to the fire kins I wanted to dust off still make it seem like most people are still tired of rehashing some of same old questions that inevitably creep up.
Im not going to post a build and ask to critique it as I feel comfortable enough to play around with that on my own for the most part. I still need to visit the auction house and see how expensive the different sets can be. (apparently my 4 mil influence is rather paltry and I am going to have some work to do)
My first question is about Smoke. It was always an ability I really liked and with the incorporation of some fitness into inherant abilities, I think I can grab it now where I did not have it before. yes shoot me I actually enjoy farming some so I never really used it before, but now I was thinking about getting it to help out in group situations and I was curious what other people's thoughts on slotting it with Dark Watcher's chance for recharge slow and maybe a a hit debuff?
The Dark Watcher set is pretty good, as 4 give a 5% Recharge. I haven't been impressed with the Dark Watcher proc. I have never really noticed any effect.
Quote:Also, with the new issue out I seem to have a free respec and I had a couple questions about that too:
1) I used to use fire mastery (kinda fit with my character) but even with fire shield I am having a hard time getting some defense at good levels and I read about earth? mastery having some really high smashing/lethal defense values although its ugly as sin. Is that what everyone pretty much advocates these days or can I get by with fire and still eventually pull some pretty nice speed out of the fighting?
Quote:2) Depending on the answer above will that have much affect on the alpha slot choice? (which I have not quite read up on yet as I just have not had the time to get to it. So this may be a dumb question) -
I don't currently have access to Mids, so I can't check your numbers.
Superior Invis is an Endurance Hog, so unless you are not going to use it, it needs to be slotted for EndRdx. And I have an easy solution -- move 5 slots from Ling Rad (where you are getting 3.something% Recharge) and slot 5 Red Fortune in Superior Invis for 5% Recharge. Together with the LotG Recharge, that's 12.5% recharge in that power.
Ling Rad works fine with a single Accuracy as long as you have some global accuracy and plenty of global recharge. Plus, the Spiritual tree has Slow, so you don't need to enhance the Slow.
I would get another slot into Blind, for an Acc/Dam Hami-O. Blind is used so often that the damage adds up. You could take one from Spectral Terror or the Travel from Recall Friend (but lose a little ranged defense). I would also put another slot for EndMod in Stamina -- you may have endurance issues.
In Scorpion Shield, you could trade the second -Knockback for a Luck of the Gambler Defense. That second -Knockback has only a few times when it really helps. If you replace the Acc/Dam/Rech in Phantom Army with a pure Dam/Rech, you'll cap Damage and Rech.
Do you want Blood Mandate in the Tarantula? Don't you want Recharge? I don't know since I have never had it. -
Quote:My Stone/Fire Tank has softcapped Smash/Lethal in Rock Armor thanks to a few sets of Kinetic Combat. I can add Psi Defense of about 40% with Minerals. I only need to pop into Granite when I'm getting hit with a lot of other types of damage. By avoiding Granite, I don't suffer the damage and Recharge penalties and can do a lot more damage.Kind of going on a tangent here, but how does a non-Granite Stone build fare compared to the Granite? The main reason I haven't tried Stone Armor yet is that being that slow in Granite and not even being able to jump would have driven me bonkers, so is it a viable strategy to just ignore Granite and roll with the other armors?
The big problem with Stone Armor before Granite is that your Mez protection is from Rooted, which makes you slower than . . . er . . . the elevator in my office building. One common solution is to use Teleport for Travel, as you can teleport into groups with Rooted on. You can look for IO bonuses that increase Run Speed, but you will need a LOT. Or you can learn to turn off Rooted as you run between groups and pop it on again when you get there. However, this last one has resulted in the most frequent cause of deaths for my Stone/Fire Tank -- I get caught with a mez before I can get Rooted on.
I have heard of quite a few groups playing "hardcore" where the character gets deleted upon death. Sounds like fun. To me, the key is getting high survival while leveling up . . . it is likely that the character will never reach 50 -- most of these characters never reach the 30's. One nice thing about an Invul Tank is that it gets a lot of great survival tools early. With invincibility, the more foes show up, the higher your defense goes. And you could slot up a bunch of Smashing Haymaker sets for fairly cheap in low levels to increase your Smash/Lethal defense. -
Quote:Welcome to the first stages of "Altaholics Annonymous." Can't decide betweeen two possible characters? Roll them both!So I have decided on which powersets to level up next.
Can I get a drumroll please?.......No? well, um ok.
Well, I couldn't decide on just one so I actually rolled up 2 new toons.
Xi Nao Jientou: A Mind/TA controller.
AND
Rinjani: An Earth/Storm Controller.
I expect both will be highly educational and inspiring to play. Thank you for all your assistance, guys!
You should have fun. Both will be great, but in different situations.
I was on my level 50 Earth/Storm on a Lady Grey TF last night. I named her "Ella M. Ental," so I had to go with the Fire APP to complete the whole "Earth, Wind & Fire" thing -- normally I would go with the Ice APP with that combo for Hibernate. She just recently hit 50, and I haven't even planned out her IO build yet -- she is still on mostly Common IOs and a few mixed set pieces here and there. Still, a heck of a lot of fun against huge groups of Rikti. Stalagmites+Stone Cages for this group, Earthquake + Freezing Rain + Quicksand for the next, Volcanic Gasses + Quicksand for the third. Hurricane for self protection or pushing foes into AoEs. Steamy Mist+Super Speed for stealthing. Lightning Storm and Tornado and Rocky adding damage. I was the only controller on the team, and as long as we stuck together, my Earth/Storm was enough.
Mind/TA should also be fun. As Ispahan said, the low levels on a mind controller is mainly single target-focused, with the Dom-Mez-Lev attack chain and Confuse to keep others out of the way. It is actually a very good controller to play solo in lower levels. Entangling Arrow is a nice way to keep confused foes from running away. Even better is Glue Arrow as a form of AoE control -- nice to have when your only AoE is a sleep. As you get your AoE debuff arrows, you will be picking up your AoE controls . . . Terrify is a key power. I would plan to skip Telekinesis in Mind. On the TA side, Flash Arrow is skippable if you have another form of invisibility, so you may want to consider taking Hasten/Superspeed and putting a Celerity Stealth in Super Speed. That Invisibility will let you get in just the right position for Terrify's cone without being seen. Some people skip Poison Gas Arrow -- I agree that it is not essential, but it is not exactly useless -- 50% chance of Sleep and a 20% reduction in Damage. -
Taking a quick look, I see you took Roots at 22. This is an essential power that should be taken at level 2, or at most no later than 6. Seeds+Roots is the core of a Plant Controller -- Seeds for confusion control, and Roots to lock them in place and do damage over time until dead. If you are looking for a Recharge build, slot Roots with 5 Posi Blast and a Recharge. You want to be able to throw out Roots as often as possible to stack that damage.
Entangle and Spore are low priority powers that are both skippable. Entangle is nice to use for a little bit extra single target damage if you solo, but is mostly useless on teams. Spore Burst is mostly useless on teams. The main benefit of Spore Burst is to control additional foes coming in after you have already throw Seeds . . . but your teammates and Roots will wake them up. Another benefit is that Spore Burst can take the cheapest of the purple sets, the Fortunata Hypnosis. But I would skip these or at least move both of those powers to later in the build.
If you are looking to get Recharge, slot 4 Basilisk's Gaze in Strangler and Vines. Add a Hami-O Acc/Dam and a common Damage in Strangler, and then an Acc/Hold/Rech in Vines (only 5 slots). Those Baz Gaze are expensive, so you may need to earn them with A-Merits if you are on a tight budget.
The slotting you had in Roots should be mostly put in Creepers: 2 Acc/Dam Hami-Os, 2 Rech, 1 Dam/Mez and maybe the damage proc from the Slow set (I forget what it is).
Want more recharge? For Fly Trap, use 4 Expediant Reinforcement, and add an Acc/Dam Hami-O, or the two triples from Call to Arms, or a few other choices.
I'm move Hasten much, much earlier. You need it for your controls as well as your Emp powers. I would take it before level 20.
Take Indomidible Will at 41 and 3-slot it for Recharge -- it is the main reason to go with the Psi APP. It won't be up all the time, but you want it up as much as possible. Skip World of Confusion . . . it stinks -- the radius is too small to be any benefit. Psi Tornado is pretty good for some AoE damage. -
Quote:I like Fire/Rad so much that I actually have two of them at level 50. The first was part of a "superteam" on a secondary server. I was teaming with a certain group of guys on a regular basis, and we decided to make a designed team on another server (Pinnacle). Later on, two of the guys moved their Fire/Rads to our main server (Guardian), but I didn't want to move mine for concept reasons (He is matched to another one of my characters there) . . . so I made a second one and got him up to 50. A Fire/Rad doesn't really get great until about level 34-35, when Hot Feet, Choking Cloud, Fire Imps, Flashfire and Fire Cages are all slotted up properly. Get a Lockdown +2 Mag proc in Choking Cloud as soon as you get the power otherwise fully slotted with Hold and EndRdx. At 50, make sure you get that "Chance for Hold" proc from Gravitational Anchor.Again, thank your for all who have posted. A little update is in order, as I have continued to read and research. This weekend I am planning on finally finishing out my first fully IO slotted build on my Fire/Kin, not anywhere near purps yet but fully slotted none the less.
That being said, I have started up a Fire/Rad which got to lvl 10 in short order, I am basing my build off of a slightly older post by Local_Man, the build had yet to be modified for the change to inherint fitness. I would also like to play around with a Crab Spider as well as an Ill/Rad as both have a lot of versatility and survivability to offer. Ice has always been one of my favorite sounding and visual powers, the crackle and crunch of ice as you bring foes to a frosty doom.
That all being said, my list kind of looks like this, but in no particular order:
Fire/Rad Troller
Ill/Rad Troller
Ice/Ice/Cold Blaster
Crab Spider (SoA)
Having a hard time deciding, but judging by the amount of infl I have to work with (very little) I most definitely am favoring the Trollers and Crab before the Blaster because I will have the compulsion to dumb tons of money into him.
However, my Ill/Rad is still my favorite overall character. He handles just about everything well, on teams or solo. Many people have gotten back to me after playing an Ill/Rad based on my guide and said that it is their favorite character (or one of their favorites), too.
It is kind of amusing that you also picked an Ice/Ice/Cold blaster . . . also my favorite Blaster. Mine was my second character I ever made and my first Blaster to 50. He's basically a Dominator from before there were such things as Dominators. The Slow from Shiver and Ice Storm gives him great AoE control. Three single target holds. Ice Patch and Chilling Embrace gives him some decent protection from melee attacks. Hoarfrost and Hibernate for when things go bad. I just ran him through a Lady Gray yesterday. -
The flight speed in Fly was buffed, so that Fly on its own hits the Flightspeed cap by default. Slotting Fly for Flightspeed is a waste -- I generally just put in an EndRdx and/or a Stealth or -Knockback. The Raptor Pack also flies at speed cap. Buffing Flightspeed only really helps with Hover, so this buff will only affect Hover. Maybe Group Fly . . . I haven't checked that one.
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Quote:You are welcome! For whatever I did . . .Among all of the different suggestions I decided to roll up an Ill/TA controller and got him up to lvl 35 (thanks Local Man). I had just gotten Oil Slick Arrow when altitis hit again and I went on my merry way with another toon. A couple of days ago I dusted him off and wow, just wow... He shot up from lvl 35 to his current lvl 41 in a hurry. He's freaking awesome.
Sadly, my Ill/TA is on my secondary server, not my main one. (I have my main Ill/Rad and an Ill/Cold on my main server.) Still, he has been the first one I have pulled out on that server to get the new Incarnate shineys when my other buddies were not in game. I still prefer my Ill/Rad and Ill/Cold over Ill/TA . . . but Ill/TA is a great set. While TA may not be the best secondary for Illusion, I still feel that Illusion may be the best primary for Trick Arrow.
And, yeah, I appreciate the great work the Devs do. This is my first MMO. I have tried a couple of others but stay here. Great concept, great content, great community.
And I have saved a lot of money, too. I go to far fewer movies than I used to. We cut back on Cable premium channels. Most of my limited entertainment dollars go to CoH and Netflix. -
In addition to what mousedroid said, the fact is that when these TF of the Week things happen, there will be lots and lots of people wanting to do the TF . . . for double merits if nothing else. That's a pretty significant reward.
I feel your complaint is unmerited. Nobody is "forced" to do anything . . . If you choose to run the WSF, you get the bonus reward. Who says that every level 50 character has to get every reward NAOW!!!!!?
If you want to run a "speed" run, then join a "speed" team. If you want to run for the XP, then run a "slow" team where you kill most or all of the foes. I have seen plenty of both for the TF runs so far. There is no shortage of teams and you can pick and choose which type you want to run. I have not seen ANY conflicts between players of the type you describe because there are plenty of teams doing both types of runs.
I, for one, am looking forward to running a wider variety of TFs under the WSF banner. There is a limited number of level 50 TFs, and running them over and over and over and over again gets boring. (Just last weekend I ran a Synapse TF -- I had the badge for it on that level 50 character, but it was a nice change of pace and the 50 merits were nice. I'm looking forward to getting 98 merits instead!) I'm looking forward to being able to pull out a few of my lower level characters to get some XP, since the WSF makes it so easy to find a team.
And by the way, not everyone subscribes to the same definition of "fun." Some of us enjoy those other TFs. Even during the last few weeks of WSFs, I have frequently seen requests in global channels to run Manticore and Citadel, Sister and Numina, and even Positron on Blue side, and several various SFs on Red side. (I mainly hang out Blue side.) I almost felt "pressured" to keep running the WSF because of the bonus rewards, even though the others look like fun, too.
Frankly, any of the TFs or SFs are fun with a decent team. I have even had fun running Quarterfield with the right team. They are especially enjoyable when I'm teamed with my usual group of 3-5 buddies and then we add in a few others that we have teamed with on a regular basis. -
Quote:Others have mentioned that Stone Cages has -Knockback. So does Stone Prison. You just have to know that the -knockback in Stone Cages lasts 12 seconds, and cannot be increased. The -Knockback in Stone Prison is 15 seconds (and cannot be increased).Years ago I made a magic based character, themed around a natural shaman type. Back them the best way to make that was Earth/Storm. I picked him back up to get him to 50 and noted how much things had changed, especially with Tornado and ThunderStorm.
Unfortunately, tornado and the epic Psionic tornado are very annoying in a group. Here's the question.....
Am I right to think that Earth/storm doesn't bring much to a group?
On paper he seems awesome, capping ranged defense, permanent-mez protection, almost immunity to melee, high resistance and great control. But looking at Cold , I get pretty much the same stuff (except Hurricane), but I would give shields and -regen. Thoughts?
Fossilize, the single target hold, also has 12 seconds of -Knockback.
However, note that the Repel in Hurricane will still push foes around even if they cannot be knocked back.
Personally, I love my Earth/Storm . . . just got one to 50, have another on another server at 46. I like it so much, I leveled two at the same time.
Cold is a great secondary but VERY late blooming. Now that my Ill/Cold is 50, he is a heck of a lot of fun . . . but getting there was a slog. Storm is a lot more fun leveling up and continues to be great at 50.