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Nice! Thanks, that gives me a chance to cash in my candy canes. I was too busy last week.
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Quote:Take a look at the City of Data entry on Controller Stealth HERE. Stealth gives you 2.25% defense plus another 2.25% defense except when you attack or touch a glowie (or just about anything else). The second 2.25% is suppressed for 10 seconds. In battle, that defense is worthless -- you are only enhancing a total of 2.25% rather than 4.5% -- that's a lot of slots to devote to such a small amount of Defense. (Personally, I would take Maneuvers over Stealth, as Maneuvers is slightly more defense, but for the entire team. If I want invisibility, I usually go with Super Speed+Stealth IO.)I'm not sure what you mean by "when it supresses?" but as far as Roots, I'm not too worried about damage. I am quite happy to get them locked down and all the other powers will chip away at them. Most minions won't last long even without damage slots and Lts and Bosses won't be going anywhere so I can pick them apart. I've got both Nemesis Staff, Blackwand and Ghost Slaying Axe, so they can all come into play. Besides, once immobbed then they get to be confused and kill each other.
Roots does twice the damage that other AoE Immob powers do from other controllers. Then you double that damage for Containment. That means that while the foes are confused and can't move, you are doing a decent amount of damage over time. Slot up Roots for Damage, then add your 15% Resistance Debuff from Disruption Arrow and 15% Resistance Debuff from Acid Arrow, and you can take down large groups almost as fast as you can take down individuals. This is why Plant controllers are considered second to Fire Controllers as the best damage dealers.
Slotting for Immobilization duration isn't all that important since the power recharges much faster than the Immobilzation runs out. If you are constantly firing off Roots for Damage, the foes will all be Immobilized until they drop.
Besides, you don't really want your confused foes doing lots of damage to or killing each other. The more damage they do to each other, the less XP there is available for you and your team to earn. By slotting up Roots for Damage, you are able to do a decent amount of that damage yourself, allowing you to earn more XP. -
Quote:Yeah, I plan on putting the Contagious Confusion proc in my Seeds for my Plant/Kin. (I never IO'ed out my Plant/Rad.) I see three benefits, even though they are not huge: A) it has a chance to confuse foes that might have been missed by the Seeds cone. B) it might hit foes outside of the cone, and C) it will increase my chance of confusing bosses. Seeds already has a 20% chance of an extra Mag (for a much shorter duration). The proc will allow you to add extra Mag 33% of the time. Combining the two will give you about a 46% chance to confuse bosses.I would slot Contagious Confusion just because it can hit things that are outside the cone. The help with confusing bosses helps too.
True. A Perox (Dam/Mez Hami-O) will be worthless in Seeds of Confusion.
I'm not crazy about that build by Scarlett Shocker. Roots need to be slotted for Damage. 5-slotting Stealth for Defense when it supresses? -
Confirming my spot, thanks!
I can bring any of a bunch of controllers. Ill/Rad, Ill/Cold, Fire/Rad, Ice/Storm, Earth/Storm or Plant/Kin.
I'm leaning towards either the Fire/Rad or the Plant/Kin. -
Quote:As you get closer, each second seems to mean more. From 8 seconds down time to 7? Think of it as a 16% reduction . . .I thank you both for your wonderful and detailed answers. I'm sorry your server crashed. I appreciate the time you both have taken, as I love this game. I created so many super heroes as a kid, and now I can create new ones and bring them to life.
The consensus seems to be to go for four slots in Hurricane, but I'm not sure if I can bring myself to do that yet. But if the dmg proc in snowstorm disappoints or I start getting purple sets that start getting me closer to permaPA, then that one second will mean a lot more.
Quote:Note that I do have knockback protection in Superior Invisibility. Do you guys think a second one is needed? (Giving a total of 8 KB protection. I've heard there are even enemies that do 9 KB mag in the game. How common are enemies that do KB higher than 4 mag?)
A single 4 mag -knockback IO protects you from about 92-93% of the knockback in the game. That's good enough for me. A second 4 Mag -Knockback will only increase that to about 97-98% -- there are still a few things that will knock you back. I have even had my Invuln Tank knocked back once or twice, and I think his knockback protection is Mag 10.
Quote:My three mains I've played so far in this game are Scarlet Sorcerer (Ill/Rad), Madre Nature (Plant/Storm) and Crimson Monocle (Ill/Storm). I've already picked Fire APP (per Local) for my Ill/Rad (who is my highest at 40) and Ice APP for Madre Nature (her AOE immob. seems to synergize with it) so I wanted a different play experience from those two with my Ill/Storm.
So I picked Leviathan for Crimson Monocle, also because he is just a bit shady LOL (I know this won't mean anything to most reading but he is Adam Carrington to Scarlet Sorcerer's Stephen Carrington LOL) He is the decadent but sometimes noble older brother of the ernest young Scarlet Sorcerer.
Quote:By the way, I got my first purple receipe the other night while Madre was sidekicked to a level 50! I am all excited about it because I didn't realize it til I went to the AH (aka Consignment House) to sell today. It sold for 380 million, woot!!! She barely had enough inf to post it for sale LOL
By the way, I think they made too many sets 6.25 recharge! I could probably break a 'Rule of 10' on some toons with that!
Quote:On my Plant/Storm, who is by no means defense capped, would you guys take Ice Armor or Hibernate if it came down to a choice between the two?
I've been leaning toward Armor as it gives her almost 20% defense plus lets me put a LOTG in there! But I just saw where you said Hibernate is really good Local. Is it good enough to lose the 7.5% LotG recharge? (Creepers is at 124 right now, almost perma, since she already dropped one LotG mule to take O2. Dropping Armor would drop it to 127.)
On Crimson Monocle, would you recommend Hibernate or Shark Skin?
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Draggynn is giving you excellent advice across the board. So far, I agree with everything he has said.
A couple of other points:
Spectral Wounds -- consider making one of your enhancements in SW to be the Chance for Build Up, and put something in the 6th slot that will get your Damage up to ED cap. That Build Up will increase your damage even more, and you will be using SW a LOT. On my build, I put an Acc/Dam Hami-O in the last slot -- but I have a bunch of those sitting around.
Deceive -- Do your best to afford 4 more Coercive Persuasion in Deceive. I leave out the pure Confuse one. That 10% Recharge will make a big difference. Plus it has a lot of Recovery, which you need. It is the second cheapest Purple set, so with some work, you can try to afford it. If you can't afford it, 5 Malaise will give you 6.25% Recharge (for cheap), but you run into the "Rule of 5" because so many sets have 6.25% Recharge.
Hasten: Once you get enough Global Recharge to get near Perma-PA, you should be able to drop a slot from Hasten to put somewhere else. 2 level 50 Recharge is enough to keep it perma, especially if you leave it on Auto.
Superior Invis: If you can fit one more slot in SI, you can slot it with 1 LotG Recharge, 5 Red Fortune. You can cap both EndRdx and Defense in that power, and have a total of 12.5% Recharge in one power. Put the -knockback in Steamy Mist. (By the way, Steamy will take EITHER the Steadfast or Karma -Knockback, or both.)
Freezing Rain: I agree with Draggynn, Recharge first, then the Achilles Heal proc. Other procs only if you have slots to spare, and those are lower priority than getting more global Recharge.
Hurricane: 4 Dark Watcher for the Recharge buff. Yeah, 5% isn't much on the margin, but it all adds up.
Flash: Here's another place where you can try to get the purple set, Unbreakable Constraint. The 4 Baz Gaze IOs aren't all that much less than the purple set. If you use the Baz Gaze set, then an Acc/Hold/Rech in the 5th slot is enough -- you can use that 6th slot somewhere else. I use Flash somewhat rarely on my Ill/Storm -- too many other good powers.
Spectral Terror: If you are tight on slots, a pure Acc or an Acc/Fear/Rech in the default slot is all the power really needs. However, if you can squeeze out a total of 5 slots, the Glympse set has 6.25% Recharge. But if you are over the Rule of 5, then the Unspeakable Terror has 5% Recharge.
Tornado: I don't use Tornado all that much on my Ill/Storm, but I would never go without it. On teams, it is just too chaotic unless you want the chaos to break up a dangerous group of foes . . . except on AVs or other foes with -Knockback, or on foes who have really high defense (Tornado is Auto-hit). I love using Tornado on a Paragon Protector just after he has hit his MOG and virtually unhittable -- Tornado will finish him off.
Solo, I'll use it in confined spaces or it I don't care that foes go every-which-way. I slot Tornado for Damage, some EndRdx and some Recharge, but I don't bother with 6 slots.
On your PPP/APP choice: I have been a proponent of taking one of the APP sets with a fast single target blast for a long time. I mostly recommend the Fire or Ice APP. Why? Even with enough Recharge for Perma-PA, you have a gap in your attack chain. Ice or Fire Blast fills that gap very well. I get a ton of damage from my Blind-SW-Blast-SW attack chain . . . Containment doubles the damage, and the Chance for Build Up in SW boosts it even more. That chain takes all of about 4-5 seconds.
Why is that important? Illusory Damage. Spectral Wounds does a large amount of burst damage, but then some of the damage heals back after a few seconds. However, if you defeat the foe before the heal-back, you get to keep the damage. That adds a LOT more to your overall damage. Not only does SW do Illusory Damage, so does Phantom Army and Phantasm's Decoy. So you want to kill their targets fast, too.
For my Ill/Storm, I have the Ice APP: Ice Blast. Frost Breath is a decent cone that adds slow. (You could go with Ice Storm, but you don't really have much to keep foes in the slow DoT from the rain power -- Frost Breath is up-front damage and recharges faster.) Ice Shield provides Smash/Lethal Defense, and a decent amount of it. Finally, and importantly, Hibernate makes up for the fact that Ill/Storm does not have a self-heal or a self-Endurance-Recovery power. Hibernate does both, and you can hide in your Ice Block while your pets attack around you. -
There are a lot of ways to slot up a Plant/Kin . . . but I'm not crazy about yours. However, I have to admit that my Plant/Kin is only level 48 at this point. I have a Plant/Rad at 50, and several */Kin controllers and Kin/* Defenders, so I'm pretty familiar with the powersets.
How you slot your powers generally can have a big effect on the Alpha Slot you choose. As a default, I lean towards Spiritual on Controllers, because Recharge is always needed. On some builds, endurance is an issue so I go with Cardiac -- especially on */Storm builds. Frankly, I would not choose the Musc boost since Fulcrum Shift often puts you at the damage cap. However, maybe the other benefits of that slotting might be better, but I would not do it for the damage buff. With a */Kin, accuracy is always an issue so you may want to think about the Nerve Boost, depending on your build. That's where I plan to go with mine.
A couple of general things about Plant/Kin: Good AoE Damage, but kind of weak on single target damage. If possible, try to increase your single-target damage. On teams, it is easy to get caught up in being a Kin buff-bot and kind of ignore your Controls, but the Controls are what make it easy to kill groups. The combination of Plant+Kinetics has great synergy. The plant side has great AoE control, but is a bit of a one-trick pony -- you rely heavily on Seeds+Roots for control+Damage. The AoE control lets you use your siphon powers with a lot more safety. Therefore, you want Seeds to recharge quickly. You have some Recharge from Siphon Speed. You have a lot of damage buffing from Siphon Power and Fulcrum Shift. You have great endurance recovery with Transferance, and healing with Transfusion. But most of these are siphon powers, needing foes around to be effective.
A couple of points on playstyle: Travel powers can be very important. Personally, I dislike Inertial Reduction. I find the most useful travel powers for a Plant/kin are Super Speed with a Celerity Stealth, and Hover/Fly. SS+Stealth lets you set up while invisibile to get in the optimal position to throw the Seeds of Confusion cone. (You can also stealth missons.) Hover/Fly lets you stay floating over the battle, out of melee, to cast your Kinetics buffs in less danger and yet close enough to get the buffs yourself. Plus, Air Superiority is a nice option for a melee single-target attack. (I like Air Sup on my Kinetics characters.)
Strangler: 4 Baz Gaze is fine, but see if you can add 2 slots for some damage. I like an Acc/Dam Hami-O and a common Damage. This adds some single-target damage.
Transfusion: I use the 5 from the Nictus set with an added Accuracy -- I want it to hit. That End proc is mostly wasted there.
Roots: This is your main source of AoE Damage, and you don't have it slotted for damage. Admittedly, Fulcrum Shift will take care of some of that, but not always. I'd slot it with Posi-blast and maybe the Grav Anchor proc.
Assault: You already have damage buffs in Siphon Power and Fulcrum Shift. It is not worth the endurance or power pick to take Assault. I'm not a big fan of Leadership for a Plant/Kin. If you really, really want to go with Leadership, take Maneuvers. But I'd move it way back.
Seeds: Use 5 of the purple Coercive Persuasion set if you can, but you want get a lot of Recharge.
Siphon Speed: I go with 2 Acc, 2-3 Rech. The slow can work as a control power in addition to the Recharge buff for you. Thus, I like to hit Bosses with it.
Spirit Tree: A marginal power for other Plant controllers, and really not needed for a Plant/kin.
Tactics: This is the one Leadership power nice to have for a Kin since you have so many key powers that need to hit. But if you consider the Nerve Alpha Slot boost, you won't need it. There's an IDEA!!
ID: I use it to hold a Steadfast -Knockback IO, and that's it. It does not need to use up slots.
Vines: 4 Baz Gaze is fine, but add an extra Acc/Hold/Rech. The one in Essence of Curae is dirt cheap.
Speed Boost: I have never seen the need to slot this with anything other than a single EndMod in the default slot.
Entangle: Thunderstrike is a good set for ranged Defense. I'd probably go with Decimation for Recharge.
Vengence: Again, I'm not a fan of Leadership for this character.
Carrion Creepers: This power is difficult to slot because it does so many things and operates through pseudo-pets. Using slots for an IO set will only affect that aspect of the power -- knockback sets will only enhance the knockback aspect of the power. That Force Feedback proc will probably only have a chance to go off when you cast the power, as any subsequent hits would cast recharge on the pet, not you. And the pet gets no benefit from Recharge. The safest slotting is 3 Damage, 3 Recharge. However, the Slow is in all the various aspect of the power, so the Slow Proc will work all the time.
IR: Don't like it, would take other travel powers.
Hasten: I take it much earlier.
Fly Trap: I use 4 Expediant Reinforcement, with an Acc/Dam Hami-O in the 5th slot. You could put an Achilles Heal -Resist proc in a 6th slot.
APP/PPP: I went with the Earth APP. Fissure is great AoE damage that recharges fast. Seismic Smash is wonderful to fill that "lack of single target damage" hole, and it lets you hold bosses with a Smash and a Strangler. A great but ugly Smash/Lethal Defense Shield, and a HP Buff/Heal if you need it. -
Personally, I would never get rid of Phanty. Admittedly, he is not nearly as useful as he used to be and will be again when the Devs fix his AI. Now he likes to run into melee and get his ghostly butt killed, but he's supposed to stay by you, cast his decoy into melee and then shoot from range. He is supposed to help protect you with his Knockback . . . which can be a problem for an Ill/Kin.
Even on teams, Phanty is not only adding to your overall damage, but also acting as a bit of a bodyguard. His Decoy distracts one or more foes . . . usually as effective as a single target hold. Phanty himself draws aggro, too. Phanty is not just a damage pet, as he is also part of your overall control. And what about when you stealth missions? Phanty can provide the distraction needed to allow you to click on a glowie or defeat a target (like the guards for a hostage) on your own without the team around.
There are a lot of other things I would skip before skipping Phantasm. You can reduce the slots in Phanty to 3 if needed: 3 Acc/Dam Hami-Os. I typically use only 4 slots leveling up, as the Acc/Dam and Dam from Blood Mandate and the Acc/Dam and Acc/Dam/End from Brilliant Leadership cap his damage with great accuracy. -
OK, just a few things to start out. To put this in context, I prefer to slot powers to be most effective, be able to solo but also contribute to teams. Recharge is the most important bonus, so that PA can be out as much as possible.
Spectral Wounds: the Apoc set is very expensive -- great if you can afford it. If not, try 5 from the Decimation set. I use the Chance for Build Up here, and put a Acc/Dam Hami O in the last slot, or you can use an Acc/Dam/Rech from any other set.
Entangling Arrow: Does the Slow really do much? I'd just put an accuracy in it and that's all. I mainly use it to Immob AVs.
Blind: 4 Basilisk's Gaze . . . expensive, but you get great Recharge and enhance the hold. Finish out the last two slots with an Acc/Dam Hami-O and a common Damage.
Deceive: put a 5th slot in for the Contagious Confusion proc . . . it is wonderful in that power. It becomes an occasional mini-Mass Confusion. And you get a whopping 10% Recharge.
Hover: Perfect place for a Luck of the Gambler 7.5% Recharge ("LotG Recharge").
Flash: I like 5 from the Unbreakable Constraint set here. Since it does AoE, you have a better chance of the proc hitting somebody.
Superior Invis: If you can afford the slots, try 1 LotG Recharge, then 5 Red Fortunes for capped EndRdx, Defense and a huge 12.5% Recharge.
Group Invis: Skippable. the only real reason to take it is as a mule for a LotG Recharge in only one slot.
Fly: As of I-19, Fly is at the Flight cap with no Flight speed slotting. Flight Speed in Fly does nothing. Slot it with an EndRdx or maybe a Zephyr -Knockback.
Ice Arrow: 4 Baz Gaze and maybe an Acc/Hold/Rech from another set like Essence of Curae (cheap)
Phantom Army: 4 Expediant Reinforcement (leave out the Dam/End and the Resist proc), and fill the other two slots with Soulbound Dam/Rech and Chance for Build Up. The proc hits really often in PA. Adds a lot of damage. That slotting will cap your Recharge and your damage.
Acid Arrow: I don't remember off the top of my head, but doesn't it need some Accuracy? Defense Debuff really has minimal benefits, so I don't slot much of it.
Combat Jumping: another LotG Recharge! You can slot up to 5.
Assault: I'm not a big fan. Some People like it. If you can fit in the slots, consider taking Poison Gas Arrow slotted with 5 Fortunata Hypnosis . . . the cheapest purple set with a nice 10% Recharge, and the power is a nice damage debuff.
Spectral Terror: Glympse of the Abyss is fine here, unless you are running up against the "Rule of 5" for 6.25% Recharge bonuses. If so, then you can use Unspeakable Terror for 5% Recharge.
Hasten: Needs at least 2 slots, maybe 3 depending on how much Recharge you have. I would move it much earlier, like 12.
Phantasm: 4 Expediant Reinforcement and an Acc/Dam Hami-O in the 5th slot.
Oil Slick Arrow: I used a set of 5 Posi-Blast and a Recharge. Defense Debuff really isn't needed.
Emp Arrow: 4 Baz Gaze. Maybe one more slot for an Acc/Hold/Rech, but it really doesn't need it.
Fire Blast: 5 Decimations and an Acc/Dam/Rech to finish out the set.
Fire Ball: The Ragnarok set is sweet if you can afford it. It also saves a 6.25% Recharge slot for other powers.
Consume: I used to have it, but found I really don't need it. Especially if I slot Stamina and Health well. I ended up getting Aid Other and Aid Self as my last two powers.
Stamina always gets a minimum of 3 slots. Health get the Numina Proc and a Numina Heal, and then the Miracle proc if I can.
Personally, I like Glue Arrow. Illusion lacks a Slow, and Glue Arrow helps keep foes in the area. -
I see a lot of problems with this build, no offense intended. The primary focus for IO slotting for an Illusion Controller, after making sure that the powers are well slotted, should be Recharge. Yet you have missed many, many opportunities to slot for Recharge.
I don't have time to go through the build right now, but you might want to take a look at the slotting suggestions in my Ill/Rad guide. It might give you some ideas. -
Quote:No, it isn't quite fast enough to be an attack chain. One of the main reasons I generally recommend the Fire or Ice APP is the fast-recharging single target blast. That gives you a great attack chain of Blind-SW-Blast-SW.Scin, Do you use Hibernate that much? If not, why not take the pet instead, it's yet another source of quite a bit of damage, and if you have Perma PA, then the new pet would be Perma too, or close enough.
With PermaPA recharge, wouldn't Blind, SW, Blind, SW... almost be an attack chain by itself (with the right slotting)?
On my characters who take the Ice APP, Hibernate is a pretty good panic button power, especially for a character (like an Illusion/Cold) who does not have another self-heal power. My Ill/Cold used it about 3 or 4 times on the STF I did yesterday. -
Well, since you have gone Red-side to get access to the PPP sets, you might want to try Mace. Most of the Ill/Rad folks who wanted to try a PPP set wanted to try Mace.
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Welcome to Controllers, the best AT in the game . . . the most varied, the most strategic, and in the opinion of many of us, the most fun. Ill/Storm is a really fun combo, but one of the most chaotic in the game . . . and very powerful, especially in the later levels.
I have some experience with both sets, as I have 4 Illusion/* controllers at 50 including an Ill/Storm, and 3 */Storm controllers at 50 with a 4th on the late 40's. It takes some skill and practice to learn how to play Ill/Storm on teams without throwing foes everywhere. Illusion is not difficult to play well once you understand how the powers work. Storm is a bit of a challenge because several of the powers do not work well together -- for example, Gale, Hurricane, Tornado and Lighting Storm can knock foes away from your Freezing Rain patch.
Take a look at some of the guides. I have a good and mostly current Illusion/Rad guide, linked in my sig, that will give you tons of information on your Illusion side. Pay attention to the slotting suggestions, strategy tips and information on how Illusory Damage works. My guide also has a lot of information for people new to Controllers. There is an somewhat outdated but still very good guide on Ill/Storm by Tal-N. I don't agree with everything he says, but it is one of the better guides out there.
Quote:For Illusion, Phantom Army is the most important power in the set. Spectral Terror, Blind, Spectral Wounds, Phantasm are powers you should take the moment they are available. I strongly recommend Deceive, but not everyone agrees. One but not both of the forms of Invisibility are strongly recommended . . . except that Ill/Storm can choose to go with Storm's Steamy Mist + Super Speed and skip both forms of Invisibility from Illusion (That's what I did leveling up before inherent Fitness). I like to have Flash, but opinions are mixed on it -- many people feel that the AoE Hold is essential, while others feel it is skippable.During 2xp I got my new Ill/Storm into the low 20's but realized I really have no idea how to build him. I'm not necessarily requesting builds, just general build advice.
1) What are the "must have" powers for that combo? What are the "don't gets"?
On Storm, the most essential power is Freezing Rain. Lightning Storm is pretty much required. Most of the others fit in the "strongly recommended" category, but they may be skippable depending upon your playstyle. I find Thunderclap skippable, as it is only a mag 2 PB AoE stun (minions only), even though it recharges much faster than Flash . . . I'd rather have Flash. (However, at level 50, the Spiritual Alpha enhancement also buffs stun, so that might be something to consider.) Some people find O2 Boost skippable -- I like to have it, but it is not a high priority. Some people skip Snow Storm (I think they are nuts -- Illusion needs that extra AoE control of a big slow). Steamy Mist is kind of optional if you are using another form of Invis because it is stealth . . . except Steamy provides several other things, too; it has a small amount of defense and Resistance to 3 kinds of damage. Steamy has saved my team from unexpected encounters many times. Gale would be the most skippable power if you could skip it. Tornado is essential on most */Storm controllers, but since Illusion has no -Knockback powers, Tornado is not quite as useful for Ill/Storm -- but I would never skip it.
Quote:2) Since I nearly always run Superior Invisibility, am I correct in assuming that I don't need to slot for range?
Quote:3) Should I slot Ph Army more for recharge or damage? All of my previous toons have been melee AT's and I tended to slot my attacks 1xAcc, 1xEndRed, 1xRech, 3xDam. Is that OK in Ph Army? (or the other pets for that matter)
Recharge is so important for Phantom Army that the main goal of a fully IO'ed out Illusion Controller is to get the Recharge up high enough to be able to keep Phantom Army out all the time. That is referred to as a "Perma-PA" build. It is easier to do a Perma-PA build on an Ill/Rad than an Ill/Storm because */Rad has a power that gives a 30% Recharge buff.
Quote:4) I didn't pick O2 Boost b/c I solo a lot. I would like to be useful on a team. Was that a bad move?
Quote:5) Melee AT's are nearly required to get Boxing, Tough, Weave. What pool powers are most useful to trollers? Does the Leadership pool affect pets?
Leadership will NOT affect Phantom Army -- they cannot be buffed by anything other than enhancements slotted in the power. It will affect Phantasm, but the effect is not all that significant. I take Leadership on very few of my controllers (and not my Ill/Storm), and you may have trouble with enough endurance to run those toggles (Storm can be tough on endurance). Leadership is not a bad pick, but not all that valuable, either, unless you are stacking it with several others. But there are varying opinions on this.
I have yet to take the Fighting Pool on any of my 10 level 50 controllers or many other controllers.
I discussed the benefits of the various travel powers in my guide.
Quote:I don't have access to Mid's right now, but I can post a build later:
Ill: I've got all powers up to Ph Army, except for Group Invis. I'm only 22 so Spectral Terror not available yet.
Storm: I have Gale (required), skipped O2 Boost, skipped Snowstorm, skipped Steamy Mist. Got Freezing Rain, got Hurricane.
My strategy: if PA is available, I cast it on mob followed by Freezing Rain. I then run into the mob and do Flash. I then start throwing around Spectral Wounds, Blackwand (vet) and Sands of Mu (vet) until the mob is gone. I then run to the next mob and hope there's enough time remaining on PA.
If PA hasn't recharged, then I usually Deceive a minion who then begins attacking his nearest ally. I then Blind that ally. I then start throwing around Spectral Wounds, Blackwand and Sands of Mu until both are gone. I use Hurricane as my "Oh $#!y" button.
Am I doing it right? Wrong? Any suggestions?
Use Flash for when PA are Recharging. At 26, you will get Spectral Terror, which becomes your every-group control power to fill in when PA despawn. There are various techniques you can learn like "herd-i-caning" and trapping foes in corners to help you take down foes faster and safer. -
Quote:I'm old enough to have seen Superman, The Movie in the theater when it first came out. I was a comic book reader growing up, with Supes as my favorite. I was so looking forward to the fulfilment of the ad slogan, "You will believe that a man can fly!" And the first film was everything it should have been until the end of the Helicopter scene.Unfortunately, I have to take issue with your issues of the original film. In many ways, the film is still the benchmark of how superhero origin films are made and it touches all the bases brilliantly. Bearing in mind that when Donner was hired, he came to it with the understanding that Superman (then nearing his fiftieth anniversary) was Americana, part of the American mythology, I don't find the movie at all camp or ridiculous.
Lex wasn't being goofy, but you needed the contrast to the straight-laced Superman/Clark Kent that Chris Reeve was intent on playing. He was extremely mindful in many interviews that children were watching these movies and he never wanted to betray those views of Superman, whereas Hackman was allowed to be more over the top and extravagant as Lex, because that contrast served to highlight why one was the hero and the other the villain. And yes, it's deliberately played that way, because at the time you couldn't play for an PG-15 or M rating.
We had seen George Reeves in "The Adventures of Superman" in re-runs for years. We knew that Superman could be played straight, with straight villains rather than comic ones. Sure, the show had an occasional comic villain, but had plenty of serious ones, too. The problem was the perception that a "comic book" character should be comic, and should be surrounded by comic characters and villains who were really nice guys underneath. And most of all, the perception of "Hey, it's science fiction/comic book . . . plots don't matter. We can do anything we want with no reasoning behind it."
When I saw Christopher Reeve playing a bumbling Clark Kent, that was, in fact, brilliant to show how people would never think of that bumbling, annoying klutz as Superman even though the only difference was the glasses. Frankly, Reeve's performance was awesome, especially in the context that he was asked to play. He did a great job both as Superman and Clark Kent. I know how seriously he took the responsibility of playing the iconic hero. The special effects were great for the day . . . after years of seeing George Reeves and the cheesy effects of the TV show. However, it was the other characters and the plot that ruined it.
After years of seeing Noel Neill as an attractive, professional and mostly smart Lois, we got the comic version (and not very attractive), Margot Kidder. She was a neurotic idiot. There was very little that made her appealing as the "love of his life." Heck, compare Kidder to the way that Annette O'Toole later played Lana Lang . . . Lana was a lot more attractive than Lois.
And worse of all was the comic Lex Luthor and his bumbling buffoon henchman, Otis. No possible way Lex was "the greatest criminal genius" of the day. If he was so smart, why would he put up with a moron to do his errands? And why would Miss Fass-what's-her-name put up with the guy? He wasn't her boyfriend or anything. I don't fault Gene Hackman . . . he played the character written. The plot was amazingly stupid. The guy is going to set off two Nuke missiles . . . as a way to manipulate real estate prices? Huh?
But to me, the worst part of Superman I was the warning in the beginning of the film that Kal-El could not tamper with time. And he does. With no consequences. And all it did was to keep Lois from dying, but nothing else? If you are going to turn the entire globe backwards, there need to be consequences. I remember sitting in the theater, thinking . . . "OK, what's gonna happen because he broke the rule . . . What's it gonna be?" And nothing. I remember walking out of the theater being disappointed with the story. I'm sorry . . . a lame "deus ex machina" gimmick is bad, bad writing. That was truely a "WTF" moment. While Chris Reeve was good, the writing and story were horrible.
(As much as people complain about Smallville, at least when Clark went back in time to save Lana and prevent her from dying, then his father died. See? Consequences.)
Quote:Superman 2 is hard to argue against, but when you bear in mind the horrendous nature of the dispute between the Salkinds and Donner, it's a miracle the film even made it to the cinemas. I can correct you on the goofy plot decisions (throwing the S-shield, etc) in that these were made post-Donner and if you go back and watch it again, you'll note very clearly the scenes where you can't see Gene Hackman or Margot Kidder, because they point-blank refused to work with Richard Lester. Hackman in particular was replaced with a body double, and you'll see this clearly in that version of the film (when the boxed set of the movies was released a few years ago, they included a far superior Donner cut of 2, which removes all the stuff he objected to). I refer you here: http://en.wikipedia.org/wiki/Superma...ard_Donner_Cut to what was changed.
It had a few good things. I will never forget the moment that Clark decided to tell Lois who he was in that cheesy honeymoon hotel. You could see the great acting job done by Reeve, when he transformed from stoop-shouldered Clark to Superman for just a moment, and then retreated. That was great acting.
I liked Terrance Stamp and Sarah Douglas as Zod and what's-her-name. There were a few cute moments as the Kryptonians tried to make sense of Earth and tried out their new powers . . . but not enough. The fights were lame. Lex Luthor and his desire for Austrailia were really lame. I know it was the 70's, but Superman should not be going for a one-night-stand . . . that Kansas-raised farm boy would insist on getting married before you-know-what. And the plot, again, was capped with a key "WTF" plot device.
Quote:Superman Returns is something of a love letter to the past, unfortunately. The airplane sequence is outstanding and some of the visuals of Superman hovering above the earth and even setting down the out of control car (a visual homage to Action Comics #1) are lovely...but I agree with you, the plot with him becoming Super-stalker and the kid are drastically at odds with what you'd think a Superman story would be all about. I believe Singer was blinded by nostalgia, and it shows...but, I consider it a flawed piece of work rather than outrightly bad. We did at least see Superman as he could be represented on screen.
Quote:Moving on from there, I think the combination of Nolan as producer and Synder as director is a good one, because Nolan will typically have a stunning idea and direction for the piece, wheras Synder does action particularly well (as evidenced of course in 300 and the single fight scene in Watchmen), as well as having a surprisingly deft touch for characterisation.
I think the choice for actor is a moot one; I think whilst there could be some argument for Tom Welling in the role, he is however playing a Superman in a very different DC universe than the mainstream viewer would relate to. I think casting is the key; if the actor looks the part somewhat, and can play the character (I remember only knowing Christian Bale from his rave reviews of American Psycho and The Machinist and thought he'd never be able to play Bruce Wayne or Batman), then nationality isn't a factor.
Chris Reeve is remembered in the role because he took it seriously...he'd only been out of the Juliard Academy of Performing Arts for a few years and was a stage actor, a method actor. Look at how he visibly shifts his body posture from Kent to Superman and you can see someone dedicated to getting the characters right. His charisma shone through as Superman and I think that'll be key to getting Superman right. Whenever I think of 'classic Superman', I think to that iconic moment of the first film, where he's flying away and he smiles at the camera. It's a knowing nod to the audience, but I totally buy into the thought of him being Superman at that moment.
I think I have the opportunity to watch The Tudors and will do so now with interest....
S.
Cavill looks good, and appears to have the acting chops to pull off the role. The chemistry between him and the actress cast as Lois is important. And the writing is especially important. I have confidence in Nolan and Snyder. Dark Knight was so good because it had something to say. It had a great villain who was very disturbing. Snyder appears to have a great eye for action. Snyder is able to be reverant to the source material while still telling a great story. (I really liked "300" but never read the graphic novel. I DID read Watchmen, and thought is was an amazing achievement to put that complex story on film. However, Watchmen showed that total adhearance to the source material does not always make a great film. I loved it, but I can see where someone who did not love the source material might not.) -
Welcome to Controllers, the best AT in the game. Controllers are more varied and take a wider range of strategies to play well . . . which makes them more fun.
Elec/FF? Not only do I not have one, I don't recall ever seeing one. I have an Elec/Rad and a Mind/FF, but I don't see a whole bunch of synergy between FF and Electric Control. Not that it will be bad . . . there are no bad controllers. Just some have better synergy than others.
Quote:Two things teams hate most are (a) knockback and (b) Intangibility. You have them both in FF. It is a real challenge to make knockback effective so that it can be used, but not abused, for team play. Melee players generally dislike knockback because they may rely upon foes being close for their damage buff (shield), defense (invul) or regen (willpower), or they may want the foes close to do damage on them (stone, fire, dark). As a result, the melee guys usually want to draw the aggro and gather foes near them. Repulsion or Force bubble are not very helpful.Hi, im new to the wonderful world of 'Trollers and I had a couple questions. I wanted a team-oriented controller and I always like to have an FF on the team when I scrap around so I decided for once i'd be "that guy". I am well aware of the very limited damage potential of Elec but when I want to do damage I usually play a scrapper/brute.
First question for the FF part: I only played FF up to 18 on a MM. Are the toggles worth it ? (Dispertion Bubble of course isn't even optionnal) I can see the use of repelling or knocking back stuff ocasionnally... but do these power get any use on TF's or such ?
I have Force Bubble on my Mind/FF, and use it occasionally when things get out of hand to protect myself and my squishier teammates from melee attacks. I may use it solo or duo, but rarely pull it out on teams except in "panic button" moments. Every once in a while, I can use it to block a hall or push foes into a corner.
Quote:Second question: I was considering taking Tough/Weave, Maneuvers and Combat Jumping to get as much defense as possible without having to drop key powers in Elec or FF. I also intended to take Conserve Power/Temp Invulnerability/Power Boost from APP's. However doing so I cannot take other pools like heal other/heal self. Does that sound like a viable way to build or am I missing the train here ?
Of course I could post my prototype build when I get home but I went for positionnal defense (all above 30) it also has 60ish global recharge and decent recovery. -
A friend of mine and I made a duo set. He had a Elec/Shield scrapper, and I had a Plant/Kin Controller (named "Flora the Explorer"). Great combo. The Scrapper gathered the group up into a nice tight group, and then I hit them with Seeds of Confusion, Roots and then can use Fulcrum, Transference and Transfusion while my buddy takes them down. Roots contributes substantially AoE damage, as does Creepers.
Then the next group, while Seeds was Recharging, would be his turn to use Build Up/Lightning Rod/Shield Charge to take down that group. Again, he would gather the aggro and wait for a second for AAO to saturate while I locked the foes in place with Roots. Then he hit them with the double whammy. By then, my AoE combo was back.
You want your melee character to be able to gather aggro. Most tanks will work (but WP has a weak aggro aura), and especially Invuln and Shield work for scrappers because they have good aggro auras. Plant/Kin is probably the second best AoE damage dealer for Controllers, but it is far safer thanks to the control powers. I recommend stealth -- it really helped with I put a Celerity Stealth proc in Super Speed for full invisibility. However, having Hover to let you float over the action is also very helpful. -
I have "Beau N. Arrow" (Arch/Energy Blast) on Guardian, and "Beau Jester" (Ill/TA Contr -- an entertainer for the French Foreign Legion) on Pinnacle. But my favorite name for an archer that I have seen is "Southern Twang."
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One casting of AM has a noticable effect by shortening the duration of mez effects. But when you have a team of */Rad Controllers or other folks with AM all stacked, Mez powers only last a second or two . . . just long enough to turn off your toggles.
Ask any full team of Fire/Rads.
Ever since -Knockback IOs become available, I have found it hard to justify spending a power pick and the endurance cost for Acrobatics. -
I find the power suppression to be more annoying than the person who does not turn off his/her toggles. Suppression affects me every time I step into a market in Praetoria. Especially the de-toggling -- Killing Controller/Dominator pets is sometimes not cool since the recharge may be quite long if you just summoned the pet. The annoying people only bother me once in a rare while . . . but then I don't spend most of my marketing time in Atlas. I probably only have a problem with somebody once every 4-6 months, and then I can just move down to a different contact. It is really no big thing.
I would LOVE it if bases had a market terminal. A supression room would be great for those few times an annoying person is nearby, but I consider that to be a low priority. -
So, Madamme, did you post your build as a recommendation to the OP or did you post your build for comments? I see a number of things I would change.
#1 -- if you are going to spend the Infl to slot Arctic Air with the purple set, you will do far better including the proc. It seems to double the effectiveness of AA.
#2 -- Choking Cloud is not well slotted for the power to be effective. It needs capped Hold and as much EndRdx as you can get. Good slotting is more important than set bonuses in that power.
#3 -- World of Confusion sucks. The radius (8 ft.)is too small to be effective. Admittedly, Ice/Rad is probably the only build in the game that could really make good use of it, but even then it sucks. You would do better to use 5 Decimations in Psi Blast and then you have one slot left over for somewhere else.
You could use that extra slot in Jack Frost. Replace the Dam/End with an Acc/Mez Hami-O, and then add a Dam/Mez Hami-O. Or you could add some damage to Block of Ice, or several other things. -
I remember you . . . Your name had spaces, so it was N I H I L.
With any Illusion Controller, Recharge is always very desireable, with the goal of getting Perma-PA. That also lets you stack up Sleet and fire off Benumb more often. And Heat Loss.
I really don't know if damage from Water Spout and Bile Spray will compare to the quick Ice Blast and Frost Breath. I lean towards the faster attack chain because a fast output of damage will take down lower level foes faster. That lets you leverage the Illusory Damage from Spectral Wounds, Phantasm's Decoy and Phantom Army better. However, it may not help as much on tougher targets where you generally can't take out the foe before the heal-back. -
I didn't get as much playtime as I would have liked, but got to run 1 Manticore and two ITFs. The Manticore and one of the ITFs got my Earth/Storm/Fire, "Ella M. Ental," up to 50. That's #22 for me.
Got my Plant/Kin up 2 levels, and got one level on 3 other characters. That's it. -
Quote:I found that Mez was my biggest problem on my Fire/Rads, so I went with Indomidable Will and the Psi Pool . . . but I haven't come close to fully IOing out my two Level 50 Fire/Rads yet. My Fire/Rads are not farmers or soloists -- mine were built with a team in mind. In fact, mine were built expecting to team with a particular team of Fire/Rads. A Fire/Rad on its own is good, but a team of Fire/Rads is pretty extreme.I love fissure. I made a fire/rad instead of an earth dom specifically to get the earth pool for fissure. Having said that, OMG MEZ IS SO GDAMN ANNOYING ON A FIRE/RAD !! If toggles drop, I'm a dead man.
I'm about to ding 50 and having reservations on my build
Which would you guys choose, an S/L-capped fire/rad with fissure or the same build without capped S/L, but with perma indomitable will?
Getting S/L defense capped will deflect a number of those Mez shots at you. But I don't know from experience whether that will be better than IW or not, especially for a solo and/or farming build. -
I haven't taken any of my 'Trollers over Red-side yet to get PPPs. However, the main problem is that Illusion really, really benefits from a fast-recharging single target blast. You want to get a quick blast in there for the Blind-SW-Blast-SW attack chain.
My Illusion/Cold went with the Ice APP. I don't mind the Ice Shield since I am casting Ice Shields on everyone else, and that way I fit in. (Besides, my character is "Florida Snowman," so the Ice Shield fits him nicely. The idea is that since there are no Snowmen in Florida, he must be an Illusion.)
Let me know how it works out. One of these days, I need to take a 'Troller red-side just to try out all the PPP sets. -
Quote:That chart needs a couple of minor changes: You don't need to be level 35 to ACCESS Rikti War Zone anymore, even though you need to be level 35 to get the badges and start the missions.Tired Angel's list, with a bit of extra information, can be found here:
http://wiki.cohtitan.com/wiki/Leveling_Chart
Hami-Os can be slotted at level 47. You don't have to wait until 50, like purple sets.